ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #131

Jarvan IV ARAM Mayhem Build & Best Augments

Jarvan IV role and playstyle: baseline role is AD fighter tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include slow control, dash mobility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. 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.

Jarvan IV Jarvan IV the Exemplar of Demacia Fighter / Tank / Mage
TierT4
Rank#131
Win Rate48.09%
Pick Rate0.42%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate41.55%
Pick Rate6.17%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

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

Win Rate43.37%
Pick Rate3.60%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate45.28%
Pick Rate3.45%

Situational itemstop 12

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

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

46.24%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

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

48.95%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

46.77%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.22%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

49.44%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

47.93%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

52.49%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

50.27%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

45.82%
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%.

49.05%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

50.00%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

53.88%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.96%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.96%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

45.32%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

45.32%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

52.23%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

52.23%

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 Rate51.92%
Pick Rate6.36%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate44.36%
Pick Rate3.63%
#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%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate48.28%
Pick Rate3.39%

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%.

48.23%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.89%
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.

45.83%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

47.15%
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).

48.11%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

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

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

45.11%
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.

51.63%
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.

49.34%
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.

48.04%
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.

47.89%
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.

51.98%

Starting items

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

+350 Health

47.81%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

47.81%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

47.10%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

47.10%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.82%
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.

52.82%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate53.24%
Pick Rate16.59%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.11%
Pick Rate9.72%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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%.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate53.18%
Pick Rate5.45%

Situational itemstop 12

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

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

52.43%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

52.97%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.27%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

52.16%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

51.94%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.06%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

51.33%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

52.47%
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.

47.88%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

50.44%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

51.01%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

53.28%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

53.45%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

53.45%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.60%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.60%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

50.85%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

50.85%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate45.35%
Pick Rate8.85%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate50.88%
Pick Rate5.86%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate46.60%
Pick Rate3.60%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

48.74%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

49.81%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.16%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

48.33%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

48.79%
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.

49.62%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

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

48.51%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

46.47%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.25%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

52.81%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

46.74%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

40.38%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.25%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.25%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

52.11%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.11%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

45.39%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

45.39%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.70%
Pick Rate
4.18%
Games
605

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

View augment details
SilverT155.70%4.18%605
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.98%
Pick Rate
3.90%
Games
565

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

View augment details
GoldT153.98%3.90%565
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.22%
Pick Rate
4.18%
Games
605

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
GoldT153.22%4.18%605
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
53.00%
Pick Rate
7.93%
Games
1,149

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

View augment details
GoldT153.00%7.93%1,149
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.89%
Pick Rate
7.32%
Games
1,060

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

View augment details
PrismaticT151.89%7.32%1,060
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.72%
Pick Rate
5.41%
Games
783

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
GoldT151.72%5.41%783
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
50.08%
Pick Rate
4.30%
Games
623

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

View augment details
GoldT150.08%4.30%623
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.07%
Pick Rate
4.89%
Games
709

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).

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PrismaticT150.07%4.89%709
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
49.94%
Pick Rate
6.01%
Games
871

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

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GoldT149.94%6.01%871
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
49.86%
Pick Rate
12.05%
Games
1,745

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

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SilverT149.86%12.05%1,745
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
49.76%
Pick Rate
7.05%
Games
1,021

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

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GoldT149.76%7.05%1,021
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.62%
Pick Rate
5.47%
Games
792

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
SilverT149.62%5.47%792
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
49.36%
Pick Rate
6.97%
Games
1,009

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

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SilverT149.36%6.97%1,009
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
48.06%
Pick Rate
11.59%
Games
1,679

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

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GoldT148.06%11.59%1,679
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
47.92%
Pick Rate
4.15%
Games
601

Gain the Aftershock and Glacial Augment keystone runes.

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GoldT147.92%4.15%601
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.49%
Pick Rate
12.40%
Games
1,796

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.

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GoldT147.49%12.40%1,796
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.21%
Pick Rate
8.03%
Games
1,163

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

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PrismaticT147.21%8.03%1,163
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
46.88%
Pick Rate
5.08%
Games
736

Gain 15% omnivamp .

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SilverT146.88%5.08%736
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.83%
Pick Rate
14.83%
Games
2,148

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

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GoldT146.83%14.83%2,148
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.39%
Pick Rate
14.64%
Games
2,121

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

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GoldT146.39%14.64%2,121
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.97%
Pick Rate
10.20%
Games
1,477

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%.

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GoldT145.97%10.20%1,477
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
45.60%
Pick Rate
5.33%
Games
772

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
GoldT145.60%5.33%772
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.80%
Pick Rate
7.43%
Games
1,076

Grants 18% armor penetration and magic penetration .

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GoldT144.80%7.43%1,076
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
44.46%
Pick Rate
4.42%
Games
641

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

View augment details
SilverT144.46%4.42%641
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
44.32%
Pick Rate
5.59%
Games
810

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

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SilverT144.32%5.59%810
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
43.04%
Pick Rate
7.14%
Games
1,034

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

View augment details
GoldT143.04%7.14%1,034
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.89%
Pick Rate
5.29%
Games
767

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

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PrismaticT142.89%5.29%767
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.57%
Pick Rate
2.24%
Games
324

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

View augment details
PrismaticT259.57%2.24%324
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.91%
Pick Rate
2.60%
Games
376

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

View augment details
PrismaticT256.91%2.60%376
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
56.07%
Pick Rate
2.22%
Games
321

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
SilverT256.07%2.22%321
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
55.41%
Pick Rate
3.76%
Games
545

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
SilverT255.41%3.76%545
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.75%
Pick Rate
2.76%
Games
400

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.

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PrismaticT253.75%2.76%400
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.61%
Pick Rate
2.68%
Games
388

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

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GoldT253.61%2.68%388
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.11%
Pick Rate
2.44%
Games
354

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.11%2.44%354
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
52.71%
Pick Rate
2.67%
Games
387

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

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SilverT252.71%2.67%387
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.27%
Pick Rate
2.43%
Games
352

Gain 2 Stat Anvils .

View augment details
SilverT252.27%2.43%352
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
52.23%
Pick Rate
2.47%
Games
358

Grants 60 ability haste .

View augment details
GoldT252.23%2.47%358
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.65%
Pick Rate
2.93%
Games
424

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
PrismaticT251.65%2.93%424
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.61%
Pick Rate
2.78%
Games
403

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.

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PrismaticT251.61%2.78%403
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.47%
Pick Rate
2.12%
Games
307

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
PrismaticT251.47%2.12%307
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.90%
Pick Rate
3.44%
Games
499

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 .

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GoldT250.90%3.44%499
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.71%
Pick Rate
2.42%
Games
351

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

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SilverT250.71%2.42%351
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
2.35%
Games
340

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%2.35%340
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.69%
Pick Rate
3.32%
Games
481

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
GoldT249.69%3.32%481
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.63%
Pick Rate
2.81%
Games
407

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
GoldT249.63%2.81%407
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.41%
Pick Rate
2.33%
Games
338

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
PrismaticT249.41%2.33%338
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.87%
Pick Rate
2.15%
Games
311

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

View augment details
PrismaticT248.87%2.15%311
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
48.34%
Pick Rate
2.08%
Games
302

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.

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GoldT248.34%2.08%302
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
48.18%
Pick Rate
3.04%
Games
440

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
SilverT248.18%3.04%440
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.98%
Pick Rate
3.08%
Games
446

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

View augment details
GoldT247.98%3.08%446
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.83%
Pick Rate
2.70%
Games
391

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

View augment details
GoldT247.83%2.70%391
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
47.77%
Pick Rate
2.63%
Games
381

Increases attack damage by 20% .

View augment details
SilverT247.77%2.63%381
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
47.53%
Pick Rate
2.93%
Games
425

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 .

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GoldT247.53%2.93%425
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
47.15%
Pick Rate
3.27%
Games
473

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

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SilverT247.15%3.27%473
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.65%
Pick Rate
3.82%
Games
553

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

View augment details
SilverT246.65%3.82%553
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.28%
Pick Rate
2.04%
Games
296

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
PrismaticT246.28%2.04%296
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.95%
Pick Rate
2.81%
Games
407

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
PrismaticT245.95%2.81%407
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
45.68%
Pick Rate
2.55%
Games
370

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
GoldT245.68%2.55%370
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
44.78%
Pick Rate
3.64%
Games
527

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
GoldT244.78%3.64%527
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
44.05%
Pick Rate
2.32%
Games
336

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

View augment details
GoldT244.05%2.32%336
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.73%
Pick Rate
2.48%
Games
359

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

View augment details
PrismaticT243.73%2.48%359
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
43.43%
Pick Rate
2.73%
Games
396

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
SilverT243.43%2.73%396
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
43.31%
Pick Rate
2.37%
Games
344

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

View augment details
GoldT243.31%2.37%344
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
43.02%
Pick Rate
2.42%
Games
351

Grants 50% critical strike chance .

View augment details
GoldT243.02%2.42%351
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.39%
Pick Rate
2.54%
Games
368

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

View augment details
PrismaticT242.39%2.54%368
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
55.44%
Pick Rate
1.33%
Games
193

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT355.44%1.33%193
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.92%
Pick Rate
1.68%
Games
244

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

View augment details
PrismaticT354.92%1.68%244
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.84%
Pick Rate
1.50%
Games
217

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.

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PrismaticT354.84%1.50%217
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.44%
Pick Rate
1.30%
Games
189

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
PrismaticT353.44%1.30%189
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.59%
Pick Rate
1.08%
Games
157

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

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PrismaticT351.59%1.08%157
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
50.97%
Pick Rate
1.42%
Games
206

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

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GoldT350.97%1.42%206
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.82%
Pick Rate
1.26%
Games
183

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.

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PrismaticT350.82%1.26%183
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
50.57%
Pick Rate
1.20%
Games
174

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).

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SilverT350.57%1.20%174
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.32%
Pick Rate
1.07%
Games
155

Grants 20% heal and shield power .

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SilverT350.32%1.07%155
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
1.89%
Games
274

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.

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SilverT350.00%1.89%274
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
49.13%
Pick Rate
1.59%
Games
230

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

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SilverT349.13%1.59%230
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
48.89%
Pick Rate
1.86%
Games
270

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 ).

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SilverT348.89%1.86%270
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
48.78%
Pick Rate
1.42%
Games
205

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

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GoldT348.78%1.42%205
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
48.51%
Pick Rate
1.39%
Games
202

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

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GoldT348.51%1.39%202
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
48.03%
Pick Rate
1.05%
Games
152

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.]

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SilverT348.03%1.05%152
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.75%
Pick Rate
1.46%
Games
212

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 .

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PrismaticT345.75%1.46%212
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
45.39%
Pick Rate
1.05%
Games
152

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

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GoldT345.39%1.05%152
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
45.08%
Pick Rate
1.68%
Games
244

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.

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SilverT345.08%1.68%244
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
44.89%
Pick Rate
1.89%
Games
274

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

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SilverT344.89%1.89%274
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.65%
Pick Rate
1.48%
Games
215

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.

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PrismaticT344.65%1.48%215
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
44.40%
Pick Rate
1.66%
Games
241

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

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SilverT344.40%1.66%241
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.35%
Pick Rate
1.59%
Games
230

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

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PrismaticT344.35%1.59%230
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
43.98%
Pick Rate
1.66%
Games
241

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

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SilverT343.98%1.66%241
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
43.83%
Pick Rate
1.12%
Games
162

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.

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SilverT343.83%1.12%162
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
43.11%
Pick Rate
1.55%
Games
225

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

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GoldT343.11%1.55%225
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.93%
Pick Rate
1.27%
Games
184

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

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GoldT342.93%1.27%184
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
42.91%
Pick Rate
1.85%
Games
268

You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game.

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GoldT342.91%1.85%268
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
42.41%
Pick Rate
1.77%
Games
257

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.

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GoldT342.41%1.77%257
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.74%
Pick Rate
1.50%
Games
218

Gain the Conqueror and Lethal Tempo keystone runes.

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PrismaticT341.74%1.50%218
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
41.33%
Pick Rate
1.87%
Games
271

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

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GoldT341.33%1.87%271
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
40.91%
Pick Rate
1.67%
Games
242

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

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GoldT340.91%1.67%242
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
40.49%
Pick Rate
1.42%
Games
205

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

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SilverT340.49%1.42%205
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
39.80%
Pick Rate
1.39%
Games
201

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 .

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GoldT339.80%1.39%201
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
39.67%
Pick Rate
1.27%
Games
184

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

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SilverT339.67%1.27%184
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.15%
Pick Rate
1.75%
Games
253

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.

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PrismaticT337.15%1.75%253
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.33%
Pick Rate
0.58%
Games
84

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.

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PrismaticT458.33%0.58%84
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.83%
Pick Rate
0.57%
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:?

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PrismaticT457.83%0.57%83
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.55%
Pick Rate
0.76%
Games
110

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.

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PrismaticT454.55%0.76%110
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.24%
Pick Rate
0.81%
Games
118

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

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SilverT454.24%0.81%118
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
52.63%
Pick Rate
0.79%
Games
114

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 .

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GoldT452.63%0.79%114
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
52.11%
Pick Rate
0.49%
Games
71

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).

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SilverT452.11%0.49%71
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
51.35%
Pick Rate
0.51%
Games
74

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

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SilverT451.35%0.51%74
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.15%
Pick Rate
0.90%
Games
131

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).

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PrismaticT451.15%0.90%131
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.91%
Pick Rate
0.76%
Games
110

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.

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PrismaticT450.91%0.76%110
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.61%
Pick Rate
0.89%
Games
129

Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed.

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PrismaticT449.61%0.89%129
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
49.57%
Pick Rate
0.81%
Games
117

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

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GoldT449.57%0.81%117
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.98%
Pick Rate
1.01%
Games
147

Gain ( 200 / 100) bonus attack range.

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GoldT448.98%1.01%147
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.78%
Pick Rate
0.57%
Games
82

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

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PrismaticT448.78%0.57%82
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
47.73%
Pick Rate
0.91%
Games
132

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

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GoldT447.73%0.91%132
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.06%
Pick Rate
0.70%
Games
102

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

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PrismaticT447.06%0.70%102
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
46.51%
Pick Rate
0.59%
Games
86

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

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SilverT446.51%0.59%86
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
46.43%
Pick Rate
0.97%
Games
140

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.

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GoldT446.43%0.97%140
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
46.39%
Pick Rate
0.67%
Games
97

Grants 60% bonus attack speed .

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SilverT446.39%0.67%97
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.24%
Pick Rate
0.64%
Games
93

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

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PrismaticT446.24%0.64%93
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
45.98%
Pick Rate
0.60%
Games
87

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

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SilverT445.98%0.60%87
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
45.45%
Pick Rate
0.84%
Games
121

Gain 50 bonus movement speed and 40% slow resist .

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SilverT445.45%0.84%121
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.00%
Pick Rate
0.69%
Games
100

Grants 3 random Dragon Souls .

View augment details
PrismaticT445.00%0.69%100
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.83%
Pick Rate
0.60%
Games
87

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
PrismaticT444.83%0.60%87
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.78%
Pick Rate
0.46%
Games
67

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

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PrismaticT444.78%0.46%67
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
43.82%
Pick Rate
0.61%
Games
89

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.

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GoldT443.82%0.61%89
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
43.28%
Pick Rate
0.46%
Games
67

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.

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GoldT443.28%0.46%67
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
43.18%
Pick Rate
0.91%
Games
132

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

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GoldT443.18%0.91%132
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
41.86%
Pick Rate
0.59%
Games
86

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT441.86%0.59%86
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
41.82%
Pick Rate
0.76%
Games
110

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
GoldT441.82%0.76%110
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
41.18%
Pick Rate
0.70%
Games
102

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT441.18%0.70%102
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.86%
Pick Rate
0.64%
Games
93

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.

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PrismaticT440.86%0.64%93
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.43%
Pick Rate
0.65%
Games
94

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
PrismaticT440.43%0.65%94
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
39.73%
Pick Rate
0.50%
Games
73

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT439.73%0.50%73
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.37%
Pick Rate
0.59%
Games
86

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
PrismaticT438.37%0.59%86
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.18%
Pick Rate
0.76%
Games
110

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT438.18%0.76%110
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
33.72%
Pick Rate
0.59%
Games
86

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

View augment details
GoldT433.72%0.59%86
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.15%
Pick Rate
0.36%
Games
52

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
PrismaticT546.15%0.36%52
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
45.90%
Pick Rate
0.42%
Games
61

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
GoldT545.90%0.42%61
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
43.64%
Pick Rate
0.38%
Games
55

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT543.64%0.38%55
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
42.62%
Pick Rate
0.42%
Games
61

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

View augment details
SilverT542.62%0.42%61
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
36.21%
Pick Rate
0.40%
Games
58

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT536.21%0.40%58

Jarvan IV Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Max order: R > Q > E > W

REQW

Max order: R > E > Q > W (if you get attack speed or on-hit augments)

RQWE

Max order: R > Q > W > E (if you get survivability or shield-power augments)

Jarvan IV Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Jarvan IV 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

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

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

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

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

Read counter details

Countered By

5

Jarvan IV is countered by these champions in ARAM: Mayhem.

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

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Tristana Tristana Tristana T2
Tier
T2
Rank
#43
Win Rate
52.31%
Pick Rate
0.94%

Tristana is a scaling marksman who plays like a reset-hunting skirmisher. She pressures towers and clustered enemies with explosive damage, then looks for a clean jump in once someone is low enough to finish. Her signature pattern is simple: hit safely, stack damage on a priority target, and use her jump as either the commit button or the escape plan. In ARAM: Mayhem, Tristana gets more chances to brawl, but she also gets punished faster for jumping at the wrong time. The narrow lane makes her splash damage and cleanup strong, especially when allies start fights for her. Stay patient early in a fight, let enemy crowd control get used, then jump forward only when a kill or reset is realistic. If the enemy team has heavy engage, play like a backline carry first and save the big hero jump for the cleanup. View champion guide

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

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

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

Read counter details

Jarvan IV Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Miss Fortune (Extreme Value)

This is the classic "Bullet Rain" combo. Jarvan’s Cataclysm creates a perfect terrain cage that groups enemies tightly. Miss Fortune channels her ultimate directly into the trapped cluster, guaranteeing maximum tick damage on multiple targets.

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

Orianna (High Value)

The Ball delivery system. Jarvan engages with his standard combo, bringing the Ball with him into the enemy backline. Orianna then activates Shockwave, pulling enemies back into Jarvan’s attack range or stacking the knockup on top of his terrain.

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

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

Yasuo (High Value)

Airborne interaction. Jarvan’s Dragon Strike knockup and his Cataclysm terrain interaction set up Yasuo’s Last Breath perfectly. In Mayhem, where Yasuo generates windwalls and dashes frequently, a guaranteed knockup is a massive spike.

Swain Swain Swain T3
Tier
T3
Rank
#55
Win Rate
50.54%
Pick Rate
0.91%

Swain is a short-to-mid range battlemage who wants the fight to come to him. He controls space with pulls, roots, and draining area damage, then turns messy brawls into long fights where he gets harder to remove. His signature pattern is simple: tag enemies from range, punish anyone caught or slowed, then walk forward when multiple champions are committed. If Swain gets to stand in the middle of a clumped fight, he can soak pressure, keep dealing damage, and force the enemy team to either burst him quickly or scatter. In ARAM: Mayhem, the constant 5v5 action gives Swain more chances to find grouped targets, but it also makes positioning less forgiving. Augments and faster skirmishes can push him toward heavier damage, more durability, or stronger teamfight uptime, so read the lobby: build to survive if enemies can dive you, and build to punish if your team can lock people in place. View champion guide

Swain (Strong Value)

Zone control stacking. Swain’s ultimate requires him to be in the center of the fight to drain and explode. Jarvan’s Cataclysm forces enemies to stay exactly where Swain wants them—next to him.

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

Brand (Strong Value)

Bounce efficiency. Brand’s ultimate bounces between nearby enemies. Jarvan’s ultimate forces clumping, which maximizes the damage output of Pyroclasm instantly.

Jarvan IV ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoPlays a tempo game as a frontline anchor, poking with flag and waiting for one perfect Cataclysm engage per fight.Becomes a perma-dive disruptor who engages, dies, respawns, and re-engages within the same extended teamfight phase.Stop waiting for perfect engages; force fights faster than enemies can reset.
Snowball UsageBest friend for engages: mark a squishy, fly in, and R immediately to trap them with low risk.Using Snowball into instant R gets you burst down; use it as a Q combo gap-closer or escape tool instead.Snowball for knock-up setup, not R traps; keep it as a backup escape.
Cataclysm DisciplineA good R is almost always good; trap enemies, team collapses, and you win the trade.Bad R can lose fights because enemies have tools to punish you inside your own arena; use reactively.Wait for enemy commitment, then R to cut off retreat or isolate carries.
Augment AdaptationEffectiveness is capped by base stats and item timing; plays one consistent gear regardless of situation.Right augment redefines your champion; adapt playstyle to be suicide initiator or bruiser based on first augment.Read your augment and shift gears accordingly before the first fight.
Build PrioritiesRewards burst because fights end quickly; Eclipse, Goredrinker, or full tank depending on team composition.Rewards sustain and ability haste because fights reset and restart; build to stay in lane through multiple cycles.Prioritize healing, shielding, and haste over pure damage or full tank.

Champion Analysis

Role / Current performance

Overview

Jarvan IV the Exemplar of Demacia serves as one of the most aggressive frontline fighters in Hextech Mayhem, leveraging dramatically reduced cooldowns to initiate fights and unleash his ultimate with unprecedented frequency. His core role in this mode centers on three pillars: frontline engage, burst damage, and terrain control. The reduced cooldowns transform him into a relentless engagement machine capable of starting teamfights on his own terms. His passive, Martial Cadence, causes basic attacks to deal bonus damage based on the target's current health, making it particularly devastating against high-health targets in Hextech Mayhem. This gives Jarvan IV surprising burst potential against tanks and bruisers who might otherwise seem durable. His Q ability, Dragon Strike, thrusts forward and combos with his E ability to create the iconic EQ combo, which serves as his core tool for quickly closing distance to enemies. This combination allows him to engage from considerable range and catch opponents off guard. His W ability, Golden Aegis, grants shields to Jarvan IV and nearby allies while slowing surrounding enemies, providing utility for protecting teammates and chasing down fleeing opponents. His E ability, Demacian Standard, throws a banner that grants attack speed and vision, and when combined with Q, creates a rapid dash engage that defines his playstyle. The vision component adds strategic value for checking brushes and revealing enemies in the chaos of Hextech Mayhem. His ultimate, Cataclysm, represents Jarvan IV's signature move and most impactful contribution to teamfights. He leaps to a target area and creates a massive arena that traps enemies inside. In Hextech Mayhem, this ability almost always traps multiple enemies due to the constant clustering and chaotic movement patterns of the mode, making it the perfect teamfight initiation tool. The terrain control aspect forces enemies into unfavorable positions and can completely disrupt enemy formations. Jarvan IV's strategic value lies in his ability to force engagements that enemies cannot easily escape. The combination of his EQ engage into Cataclysm creates a powerful sequence that can single-handedly decide teamfights. His build direction emphasizes attack damage and health to maximize engage potential and sustained combat effectiveness, allowing him to dive into enemy teams and survive long enough to deliver his full combo. Players should focus on identifying moments when multiple enemies group together, then commit to aggressive engages that capitalize on his terrain-creating ultimate to lock down priority targets.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Jarvan IV in Mayhem lives and dies by his ability to isolate targets and create uneven fights where the enemy team cannot use their numbers advantage. The classic Dragon Strike into Demacian Standard combo remains his fastest engage tool, but patience is critical. Wait for enemies to burn their major crowd control or movement abilities on teammates before committing. When engaging, aim for the backline or primary damage dealer. Trapping a squishy target inside Cataclysm forces their team to either abandon them or dive into the arena, which bunches enemies up for allied area-of-effect spells. If enemies have dashes or Flash available, hold the ultimate for a split second after the knock-up, as many players will panic-burn their escape upon seeing the flag. Jarvan IV excels as a counter-engage champion because his ultimate creates a physical barrier. When enemies hard engage your backline, throw Cataclysm on your own carry to cage them with overextended assassins while protecting them from the rest of the enemy team. The narrow lane allows a well-positioned Demacian Standard to block the entire bridge, forcing enemies to walk around or destroy it. When pushed in, save the combo and use basic attacks to whittle the wave, then flag-and-drag overstepping enemies into tower range. Escape options are limited but effective. The standard EQ combo away from enemies is most reliable, though smart enemies may intercept. Using Cataclysm defensively on yourself creates a stalemate, buying time for cooldowns or team arrival, then EQ over the arena wall to leave enemies trapped inside. Never use EQ to check bushes, as the cooldown is a lifeline in Mayhem. Snowball augment or Mark/Dash summoner spell significantly extends Jarvan IV's threat range. The best use bypasses the frontline entirely to reach backline targets. If Snowball connects, do not always dash immediately, as the mark forces repositioning. A crucial trick involves dashing to a target and dropping Cataclysm as they try to escape, forcing them to burn two movement abilities in under a second. If Snowball misses, play passive until it returns, as engaging with just EQ against a full health team often results in death. Many augments trigger on ability hit or crowd control, and Jarvan IV's flag aura and ultimate provide persistent trigger windows. Standing near the flag or fighting inside Cataclysm continuously triggers shields, damage, or healing effects. The knock-up from EQ counts as crowd control for activation, so hitting multiple enemies maximizes on-hit or on-CC triggers. Wave control involves angling EQ to hit backline casters and enemy champions simultaneously, pushing while chipping health. When losing, preserve EQ to punish tower dive attempts. Diving requires clear numbers advantage or enemies without crowd control available. Jarvan IV initiates and absorbs the first tower shot, trapping enemies next to the tower with Cataclysm while teammates burst them down. When behind, Jarvan IV shifts from diver to setup tool, peeling for the carry with EQ knock-ups and using Cataclysm to zone enemies from damage dealers. Building tanky and focusing on survival allows the flag's passive armor aura to help the team. Look for picks on overextended enemies rather than starting full fights, as long death timers in Mayhem allow catching one enemy to enable tower pushes or resets.

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Playstyle Guide

Playstyle / Team structure

Play guide

Jarvan IV the Exemplar of Demacia operates as a tempo-setting engage champion who must actively threaten all-ins rather than win passive poke wars. In the early game, he positions near the front line to force enemies to respect his zone while ranged teammates chip away. His primary goal is finding openings for full combos, using Dragon Strike to the Flag for knock-up, though he must back off immediately if the flag misses due to having no escape and long cooldowns. Snowball serves as a threat tool that can force Flash or defensive abilities even without dashing in. When ahead early, he hard shoves waves and zones enemies with his flag; when behind, he plays back and peels for ranged carries with Q knock-up. The level six power spike is a key window for coordinated dives or full commits. During the mid game, Jarvan IV transitions into constant team fighting where he looks for picks on isolated targets or forces enemies into chokepoints. He must stay with his primary damage dealer, as diving alone in Mayhem typically results in instant death. His Q provides armor shred for AD carries while keeping Flag ready for engage opportunities. Snowball becomes his primary initiation tool, targeting immobile backline targets with the sequence of Snowball in, auto to mark, then Q to flag for knock-up, saving his ultimate until after enemies use their escapes. Augment choices determine whether he plays as a bruiser or warden. He pushes as a unit, using his flag to check bushes, and his passive makes him a strong sieger when protected. In the late game, death timers are long and one mistake ends the game. Jarvan IV shifts from initiator to decision-maker, identifying which targets are worth trapping and when to hold his ultimate for protection. He must frontline without getting poked down for free, dancing in and out of brush. He should not waste Q on minions, saving it instead for champion engage on high-priority targets. Snowball becomes strictly for catching out-of-position enemies or dodging critical skill shots. Area-of-effect augments combine with his ultimate for massive zone control. When ahead, he forces the enemy nexus, using his ultimate to zone defenders away from the objective rather than chasing kills. When behind, he waits for enemies to make mistakes, using his ultimate to trap them under tower and turn a losing game into a win. The game ends decisively with no room for prolonged stalemates.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Jarvan IV the Exemplar of Demacia excels when he can leverage his Dragon Strike and Demacian Standard combo to force enemy reactions, either burning Flash or securing kills. In Mayhem, his cooldowns are short enough that he does not need to wait for the perfect three-man knockup. Hitting one or two targets is sufficient to commit, and his passive attack speed steroid allows him to win extended trades, especially with an early gold lead and a completed item. When ahead, Jarvan IV should walk forward with his team to zone enemies off health relics, using the threat of his combo to force bad positions. Placing Demacian Standard behind the enemy minion wave pushes faster and creates a zone where he gains attack speed while enemies take damage. He should not simply sit under the enemy tower but rotate to health relics or set up for the next wave. Cataclysm creates a guaranteed kill zone if enemies lack dashes to escape. Mayhem favors aggression, so diving low enemies hugging tower is viable by using Cataclysm to trap the target and Dragon Strike to dodge tower aggro or escape. Aggressive play forces enemies to burn summoner spells or die, snowballing into a gold lead for defensive items. Augments like Demolisher or Raid Boss cover his weakness of getting kited, with Raid Boss allowing him to walk through poke and force fights. However, even with a lead, Jarvan IV is not a 1v5 champion and needs damage dealers to hit trapped targets. When behind, Jarvan IV struggles when his combo whiffs, he gets poked down before engaging, or his team lacks damage to follow up. The worst position is standing at full health with no mana while his team gets chipped away. Poke in Mayhem is relentless, so falling behind means he cannot force bad fights and must play for resets while picking augments that stabilize health or cooldowns. He should give up ground, let enemies push to his side of the bridge, and avoid engaging through poke. His goal shifts from creating picks to peeling for carries, using Demacian Standard to give his ADC attack speed rather than engaging, and saving Dragon Strike for disengage if enemies dive the backline. A desperate four-man Cataclysm usually just traps him with the fed enemy carry. Instead, he should use his ultimate on an assassin or diver to isolate them from his team. If the team is too low to fight, recalling together is essential, as walking back with low health guarantees losing the next wave. Priority augments for recovery include those providing sustain, shielding, or ability haste, such as First Aid Kit for healing or Lightning Rush for movement speed to close gaps without taking as much damage. Passive play stops the bleeding and avoids unrecoverable fights. Jarvan IV has decent base stats and a useful ultimate even without items, so staying even in experience and protecting damage dealers allows one good Cataclysm late to flip the match. Patience is the only way back, and Dragon Striking into five people without team support results in dying for nothing.

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Champion Background

Lore / Identity / Text block

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Jarvan IV the Exemplar of Demacia defines his presence in Mayhem ARAM as an engage-heavy diver who forces fights on his own terms. The mode's accelerated gold and experience cause his item powerspikes to arrive faster, transforming his ultimate into a frequent death sentence for isolated squishy targets. He is not a passive peeler but exists to flag-and-drag, trap priority targets, and enable his team to collapse inside his arena. His passive, Martial Cadence, gives his initial burst surprising bite against the high-health bruisers common in Mayhem. Since fights are constant, he constantly refreshes it on new targets while weaving through skirmishes. The passive functions as his finish-the-trade damage, ensuring he does not come out behind on health trades after engaging. Smart target selection matters, as proccing it on a tank with Thornmail while a squishy is in range loses trade value. Dragon Strike serves as his primary damage tool and escape. The armor shred is massive in Mayhem where lethality builds are common, and the knock-up duration sets up his ultimate while letting teammates land free skillshots. The EQ combo defines his identity as a gap closer, crowd control, and burst setup. Without Q available, he has no reliable way to force a fight. Missing Q leaves him vulnerable, making him a sitting duck for the next few seconds. Golden Aegis is his survival button. The slow is crucial for keeping enemies inside his Cataclysm after the initial knock-up wears off, and the shield helps him survive the burst focus that inevitably comes after diving in. Using it immediately after landing the EQ combo slows their retreat and makes follow-up auto-attacks and ultimate placement easier. Using it too early before engaging wastes the slow entirely. Demacian Standard provides a deceptively strong attack speed aura in Mayhem ARAM, benefiting teammates with at least one auto-attacker. The flag also grants vision for checking bushes before face-checking. It serves as the anchor for his combo, as without it, Q is just a line nuke. Placing E inside his ultimate arena ensures he and any teammates who join the cage fight have the attack speed advantage. Cataclysm is his win condition. In Mayhem's single lane with no flanks, a good Cataclysm isolates a high-value target from their team, forcing a 1v1 or 2v1 inside the ring while the rest of the enemy team watches from outside. The cooldown is low enough that he should use it to force kills rather than saving it for the perfect moment. A missed or bad Cataclysm is catastrophic, as trapping himself inside with five enemies or trapping his own carry with an assassin can single-handedly lose the fight.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Jarvan IV in ARAM: Mayhem appears to be a straightforward engage champion, but the mode's accelerated pacing exposes every poor habit carried over from Summoner's Rift. With faster cooldowns and constant fighting, one failed combo ruins pressure for a significant window, making mistake avoidance critical to success. Mechanical errors center around the Demacian Standard and Dragon Strike combination. Whiffing Dragon Strike after landing the Standard leaves a soldier on the ground with no knockup, no dash, and no damage, wasting the main cooldown. The correct approach is aiming Dragon Strike through the Standard's location rather than directly at the enemy. After this mistake, Jarvan IV should play back and use passive auto-attacks to poke while waiting for the Standard to return. Another error involves dashing when only the knockup is needed. If the Standard lands on a squishy target already in range of the team, dashing puts Jarvan IV in the middle of the enemy team where he gets burst down before using his ultimate. The knockup alone often sets up the kill, and the dash should be saved for repositioning or escape. Cataclysm mistakes include trapping targets with available dashes or blinks, allowing them to escape instantly while leaving Jarvan IV trapped in a small arena with no escape. The solution is waiting for enemies to burn mobility first, looking for dash or Flash animations before committing. Canceling Golden Aegis by spamming commands during crowd control or mid-dash wastes the shield, slow, and protection. The ability should be pressed once after landing while taking aggro. Missing Demacian Standard placement on terrain or towers spawns it in useless spots, losing the engage tool entirely. Decision mistakes prove equally costly. Engaging without team follow-up results in instant death, and even fast respawns cannot recover lost objectives or pushes. Jarvan IV must check team position and mana before committing. Using Cataclysm when teammates have heavy area-of-effect damage ready can isolate targets from allied ultimates or block skillshots entirely, wasting both abilities. The ultimate should instead be saved for lockdown on priority targets or peeling divers off the backline. Chasing kills through the enemy base gate leads to death against respawning or collapsing enemies. The correct action is resetting after a successful push to heal, buy, and regroup. Building pure damage when the team needs a frontline leaves Jarvan IV getting deleted on entry with no tank to absorb burst. When the only melee champion, survivability items become essential, as passive and base values still provide damage. Ignoring the Snowball augment option removes the ability to engage from long range or escape over walls, forcing much more patient play. Fighting in the open against kite-heavy compositions results in never reaching combo range, making lane brushes and terrain essential for forcing enemies closer. Jarvan IV wins games by creating unfair fights, landing the knockup, trapping the right target, and trusting the team to finish the job.

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FAQ

Jarvan IV

FAQ

What makes Jarvan IV strong in ARAM: Mayhem? He brings a knockup, an armor shred, and a terrain-creating ultimate on a map where fights are constant. The Mayhem pace means his cooldowns feel much shorter, so you can engage almost every spawn. He excels at forcing enemies into bad positions where your mages can unload. What is the best opening combo for a teamfight? Lead with Demacian Standard followed immediately by Dragon Strike to knock up priority targets. If they are squishy and isolated, follow up with Cataclysm to trap them inside. Save your ultimate if the enemy team has multiple dashes or Flash available, or you might trap only yourself. When should I use Cataclysm versus holding it? Use it to lock down a high-value carry who has already burned their escape, guaranteeing your team can collapse. Hold it if the enemy has strong disengage like Gragas or Janna, as they can simply push you out and leave you stranded. You can also use it defensively to create a wall between your low-health teammates and divers.

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