ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #152

Urgot ARAM Mayhem Build & Best Augments

Urgot 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 speed utility, true damage. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low execution: straightforward patterns make the champion approachable for newer ARAM players. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Urgot Urgot the Dreadnought Fighter / Tank / Mage
TierT5
Rank#152
Win Rate46.69%
Pick Rate0.31%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate49.73%
Pick Rate14.07%
#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%.

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

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

Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

Win Rate48.23%
Pick Rate7.79%
#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

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.

Win Rate49.49%
Pick Rate7.47%

Situational itemstop 12

Starting items

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

+350 Health

51.44%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.44%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.71%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.71%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.71%
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.

49.61%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

49.61%

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

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.

Win Rate55.16%
Pick Rate7.29%
#2
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate58.51%
Pick Rate6.63%
#3
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate56.77%
Pick Rate4.52%

Situational itemstop 12

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.

55.37%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.77%
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.

55.17%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

53.94%
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%.

53.04%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

56.29%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

54.05%
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.

54.56%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

50.48%
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.

54.12%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

58.17%
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.

54.57%

Starting items

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.

55.54%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

55.54%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.42%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.42%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

57.50%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.50%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

57.50%

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

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

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

Win Rate53.54%
Pick Rate28.62%
#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%.

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%.

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

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

Win Rate51.25%
Pick Rate7.35%
#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%.

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate59.34%
Pick Rate6.80%

Situational itemstop 12

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

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

52.66%
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%.

52.94%
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.

52.99%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.01%
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.

45.85%
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.

51.07%
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%.

49.96%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

54.90%
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.

50.23%
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.

52.21%
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).

53.26%
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.

47.15%

Starting items

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

+350 Health

54.36%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.36%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

49.00%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

49.00%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

49.00%
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.

51.40%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

51.40%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.80%
Pick Rate
7.28%
Games
684

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

View augment details
PrismaticT159.80%7.28%684
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
51.19%
Pick Rate
11.60%
Games
1,090

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

View augment details
SilverT151.19%11.60%1,090
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.27%
Pick Rate
7.92%
Games
744

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

View augment details
GoldT150.27%7.92%744
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.18%
Pick Rate
5.77%
Games
542

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
GoldT150.18%5.77%542
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
49.79%
Pick Rate
10.24%
Games
962

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

View augment details
GoldT149.79%10.24%962
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.73%
Pick Rate
11.73%
Games
1,102

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT149.73%11.73%1,102
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.52%
Pick Rate
7.17%
Games
674

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT148.52%7.17%674
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.11%
Pick Rate
6.46%
Games
607

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

View augment details
PrismaticT148.11%6.46%607
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
47.85%
Pick Rate
8.92%
Games
838

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

View augment details
GoldT147.85%8.92%838
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.78%
Pick Rate
14.63%
Games
1,375

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

View augment details
GoldT147.78%14.63%1,375
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
47.75%
Pick Rate
12.75%
Games
1,198

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT147.75%12.75%1,198
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.45%
Pick Rate
6.48%
Games
609

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT147.45%6.48%609
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.35%
Pick Rate
5.82%
Games
547

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

View augment details
GoldT147.35%5.82%547
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
47.07%
Pick Rate
8.16%
Games
767

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT147.07%8.16%767
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
46.54%
Pick Rate
8.62%
Games
810

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

View augment details
SilverT146.54%8.62%810
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
46.49%
Pick Rate
7.87%
Games
740

Gain 15% omnivamp .

View augment details
SilverT146.49%7.87%740
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
45.86%
Pick Rate
7.08%
Games
665

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

View augment details
GoldT145.86%7.08%665
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
45.27%
Pick Rate
7.31%
Games
687

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

View augment details
GoldT145.27%7.31%687
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
44.92%
Pick Rate
9.64%
Games
906

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

View augment details
GoldT144.92%9.64%906
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.77%
Pick Rate
5.09%
Games
478

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

View augment details
PrismaticT144.77%5.09%478
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
43.75%
Pick Rate
10.22%
Games
960

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

View augment details
SilverT143.75%10.22%960
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
43.12%
Pick Rate
6.34%
Games
596

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

View augment details
GoldT143.12%6.34%596
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
42.33%
Pick Rate
5.48%
Games
515

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

View augment details
GoldT142.33%5.48%515
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.11%
Pick Rate
7.89%
Games
741

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

View augment details
PrismaticT142.11%7.89%741
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
41.65%
Pick Rate
5.80%
Games
545

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
GoldT141.65%5.80%545
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.38%
Pick Rate
1.97%
Games
185

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT258.38%1.97%185
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.81%
Pick Rate
4.33%
Games
407

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

View augment details
SilverT253.81%4.33%407
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.47%
Pick Rate
2.61%
Games
245

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

View augment details
PrismaticT253.47%2.61%245
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
52.63%
Pick Rate
3.64%
Games
342

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

View augment details
GoldT252.63%3.64%342
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
52.42%
Pick Rate
2.42%
Games
227

Increases attack damage by 20% .

View augment details
SilverT252.42%2.42%227
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.35%
Pick Rate
2.36%
Games
222

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

View augment details
SilverT251.35%2.36%222
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.58%
Pick Rate
2.51%
Games
236

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
GoldT249.58%2.51%236
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.30%
Pick Rate
2.29%
Games
215

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT249.30%2.29%215
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
49.11%
Pick Rate
2.38%
Games
224

Gain 2 Stat Anvils .

View augment details
SilverT249.11%2.38%224
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.53%
Pick Rate
2.17%
Games
204

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT248.53%2.17%204
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
48.39%
Pick Rate
3.30%
Games
310

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

View augment details
SilverT248.39%3.30%310
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.25%
Pick Rate
2.43%
Games
228

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT248.25%2.43%228
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.85%
Pick Rate
3.22%
Games
303

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

View augment details
GoldT247.85%3.22%303
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
47.60%
Pick Rate
2.44%
Games
229

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

View augment details
SilverT247.60%2.44%229
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.50%
Pick Rate
2.55%
Games
240

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
SilverT247.50%2.55%240
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
47.50%
Pick Rate
2.13%
Games
200

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

View augment details
GoldT247.50%2.13%200
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.37%
Pick Rate
3.64%
Games
342

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

View augment details
GoldT247.37%3.64%342
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
47.31%
Pick Rate
1.98%
Games
186

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
GoldT247.31%1.98%186
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
47.22%
Pick Rate
2.68%
Games
252

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

View augment details
GoldT247.22%2.68%252
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.04%
Pick Rate
3.60%
Games
338

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

View augment details
PrismaticT247.04%3.60%338
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.95%
Pick Rate
2.97%
Games
279

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
PrismaticT246.95%2.97%279
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
46.32%
Pick Rate
4.04%
Games
380

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

View augment details
SilverT246.32%4.04%380
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
45.90%
Pick Rate
3.50%
Games
329

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

View augment details
GoldT245.90%3.50%329
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
45.81%
Pick Rate
1.90%
Games
179

Gain 1750 upon acquiring this augment.

View augment details
GoldT245.81%1.90%179
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
45.81%
Pick Rate
3.30%
Games
310

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

View augment details
SilverT245.81%3.30%310
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
45.65%
Pick Rate
1.96%
Games
184

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
SilverT245.65%1.96%184
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
45.29%
Pick Rate
2.94%
Games
276

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT245.29%2.94%276
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
45.11%
Pick Rate
3.70%
Games
348

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT245.11%3.70%348
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.78%
Pick Rate
2.14%
Games
201

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT243.78%2.14%201
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
43.65%
Pick Rate
3.27%
Games
307

Grants 18% armor penetration and magic penetration .

View augment details
GoldT243.65%3.27%307
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
43.44%
Pick Rate
2.35%
Games
221

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT243.44%2.35%221
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
43.28%
Pick Rate
2.53%
Games
238

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
GoldT243.28%2.53%238
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
43.24%
Pick Rate
2.76%
Games
259

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

View augment details
GoldT243.24%2.76%259
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
42.36%
Pick Rate
2.44%
Games
229

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

View augment details
SilverT242.36%2.44%229
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
42.33%
Pick Rate
3.19%
Games
300

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

View augment details
GoldT242.33%3.19%300
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
41.15%
Pick Rate
2.59%
Games
243

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
GoldT241.15%2.59%243
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.28%
Pick Rate
2.30%
Games
216

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

View augment details
PrismaticT240.28%2.30%216
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
40.09%
Pick Rate
2.47%
Games
232

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

View augment details
GoldT240.09%2.47%232
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
39.17%
Pick Rate
2.31%
Games
217

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

View augment details
GoldT239.17%2.31%217
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
35.47%
Pick Rate
2.49%
Games
234

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

View augment details
PrismaticT235.47%2.49%234
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
53.60%
Pick Rate
1.33%
Games
125

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

View augment details
SilverT353.60%1.33%125
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.33%
Pick Rate
1.12%
Games
105

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

View augment details
GoldT353.33%1.12%105
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.15%
Pick Rate
1.85%
Games
174

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT351.15%1.85%174
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.03%
Pick Rate
1.54%
Games
145

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT351.03%1.54%145
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
50.48%
Pick Rate
1.12%
Games
105

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

View augment details
GoldT350.48%1.12%105
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.45%
Pick Rate
1.18%
Games
111

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

View augment details
GoldT350.45%1.18%111
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
1.43%
Games
134

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

View augment details
SilverT350.00%1.43%134
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
49.63%
Pick Rate
1.44%
Games
135

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

View augment details
GoldT349.63%1.44%135
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.23%
Pick Rate
1.38%
Games
130

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT349.23%1.38%130
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.80%
Pick Rate
1.33%
Games
125

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

View augment details
GoldT348.80%1.33%125
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
48.35%
Pick Rate
0.97%
Games
91

Grants 60 ability haste .

View augment details
GoldT348.35%0.97%91
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.35%
Pick Rate
0.97%
Games
91

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

View augment details
PrismaticT348.35%0.97%91
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
46.71%
Pick Rate
1.62%
Games
152

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

View augment details
SilverT346.71%1.62%152
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.27%
Pick Rate
1.43%
Games
134

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
PrismaticT346.27%1.43%134
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.93%
Pick Rate
1.83%
Games
172

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
GoldT345.93%1.83%172
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
44.59%
Pick Rate
1.67%
Games
157

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

View augment details
GoldT344.59%1.67%157
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
44.14%
Pick Rate
1.54%
Games
145

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT344.14%1.54%145
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
43.82%
Pick Rate
0.95%
Games
89

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

View augment details
SilverT343.82%0.95%89
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.80%
Pick Rate
1.46%
Games
137

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

View augment details
PrismaticT343.80%1.46%137
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.52%
Pick Rate
1.15%
Games
108

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

View augment details
PrismaticT343.52%1.15%108
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
42.86%
Pick Rate
1.42%
Games
133

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

View augment details
SilverT342.86%1.42%133
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.58%
Pick Rate
1.65%
Games
155

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

View augment details
PrismaticT342.58%1.65%155
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
41.18%
Pick Rate
1.27%
Games
119

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

View augment details
GoldT341.18%1.27%119
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.11%
Pick Rate
0.96%
Games
90

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT341.11%0.96%90
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
40.88%
Pick Rate
1.69%
Games
159

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
SilverT340.88%1.69%159
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
35.71%
Pick Rate
1.04%
Games
98

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

View augment details
GoldT335.71%1.04%98
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
35.56%
Pick Rate
1.44%
Games
135

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

View augment details
PrismaticT335.56%1.44%135
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
35.16%
Pick Rate
0.97%
Games
91

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

View augment details
SilverT335.16%0.97%91
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
31.46%
Pick Rate
0.95%
Games
89

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

View augment details
SilverT331.46%0.95%89
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.49%
Pick Rate
0.56%
Games
53

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT458.49%0.56%53
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
56.36%
Pick Rate
0.59%
Games
55

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT456.36%0.59%55
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
55.41%
Pick Rate
0.79%
Games
74

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

View augment details
SilverT455.41%0.79%74
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
52.24%
Pick Rate
0.71%
Games
67

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

View augment details
SilverT452.24%0.71%67
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.56%
Pick Rate
0.68%
Games
64

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
PrismaticT451.56%0.68%64
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.06%
Pick Rate
0.56%
Games
53

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT449.06%0.56%53
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
47.44%
Pick Rate
0.83%
Games
78

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

View augment details
SilverT447.44%0.83%78
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.06%
Pick Rate
0.72%
Games
68

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

View augment details
PrismaticT447.06%0.72%68
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
45.98%
Pick Rate
0.93%
Games
87

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

View augment details
SilverT445.98%0.93%87
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.98%
Pick Rate
0.93%
Games
87

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

View augment details
PrismaticT445.98%0.93%87
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.45%
Pick Rate
0.59%
Games
55

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT445.45%0.59%55
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.26%
Pick Rate
0.65%
Games
61

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
PrismaticT444.26%0.65%61
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.23%
Pick Rate
0.55%
Games
52

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
GoldT444.23%0.55%52
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.28%
Pick Rate
0.71%
Games
67

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

View augment details
PrismaticT443.28%0.71%67
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
40.48%
Pick Rate
0.89%
Games
84

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
GoldT440.48%0.89%84
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
40.00%
Pick Rate
0.80%
Games
75

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

View augment details
SilverT440.00%0.80%75
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.68%
Pick Rate
0.67%
Games
63

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

View augment details
PrismaticT439.68%0.67%63
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
38.27%
Pick Rate
0.86%
Games
81

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

View augment details
GoldT438.27%0.86%81
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.31%
Pick Rate
0.71%
Games
67

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

View augment details
PrismaticT437.31%0.71%67
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
36.54%
Pick Rate
0.55%
Games
52

Grants 3 random Dragon Souls .

View augment details
PrismaticT436.54%0.55%52
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
34.55%
Pick Rate
0.59%
Games
55

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT434.55%0.59%55
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
32.73%
Pick Rate
0.59%
Games
55

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
PrismaticT432.73%0.59%55

Urgot Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Max order: R > Q > W > E.

RWQE

In that case, consider R > W > Q > E.

RQWE

After that, prioritize R whenever available, then max Q for damage and slow duration, followed by W, and leave E for last.

Urgot Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Urgot counters these champions in ARAM: Mayhem.

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

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Tahm Kench Tahm Kench Tahm Kench T3
Tier
T3
Rank
#99
Win Rate
49.20%
Pick Rate
0.73%

Tahm Kench is a front-line protector and brawler who wins fights by standing between danger and his team. His signature pattern is simple: walk up, threaten picks with crowd control, soak damage, then use his save tools to deny the enemy’s best engage or burst window. In ARAM: Mayhem, the constant fighting makes Tahm more active than a normal slow tank. He wants short, messy skirmishes where enemies overcommit into his range and his team can hit whoever he locks down. Play him as a bodyguard when your carries are winning, or as a bully when the enemy backline steps too close. If he wastes his protection early, he can be punished hard, so patience matters. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Read counter details

Countered By

5

Urgot is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

Vex Vex Vex T2
Tier
T2
Rank
#44
Win Rate
51.87%
Pick Rate
0.41%

Vex is a mid-range burst mage who punishes enemies for jumping in and turns one good fear into a full engage. Her job is to poke safely, hold her fear for divers or clumped targets, then follow a marked enemy with her ultimate when the fight is already tilting in her favor. Her signature pattern is simple: threaten space, wait for someone to dash or overstep, land crowd control, then burst before they can reset. In ARAM: Mayhem, constant grouped fights make that pattern stronger but riskier. Vex gets more chances to hit multiple enemies and chain into messy skirmishes, but she also has less room to hide after committing. Play patient, save your fear for the first real engage, and only dive with your ultimate when your team can follow. View champion guide

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Read counter details

Urgot Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

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

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

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

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

Urgot Urgot Urgot T5
Tier
T5
Rank
#152
Win Rate
46.69%
Pick Rate
0.31%

Urgot the Dreadnought is a juggernaut who turns close-range brawls into execution chains. His identity revolves around purging targets at low health with his ultimate, then spreading fear to nearby enemies. In ARAM: Mayhem, he becomes a lane bully who can actually reach his targets. He plays as a frontliner who wants to flip and execute. You look for engages with Snowball, land your E to reposition an enemy, then shred them with W and passive shots. Once they hit the execute threshold, you fire R to kill them and panic their teammates. What changes in Mayhem is his ability to get onto people. The constant Snowball access and faster pace mean Urgot isn't kited as easily as on Summoner's Rift. He still struggles against long-range poke, but once he closes the gap, he wins most melee trades. The mayhem augments also favor his playstyle—anything that adds durability, healing, or bonus damage on low-health targets makes his execute threshold even scarier. View champion guide

Hard Engagement: Urgot has no way to force a fight. He needs a Leona, Malphite, or Ornn to start the chaos so he can walk in and fire. Reliable Crowd Control: His Fear Beyond Death (R) requires a target to drop below the execute threshold. Allies with long stuns or roots help him whittle targets down and keep them still for his leg procs. Peel for Dives: If Urgot uses Disdain (E) to flip a priority target, he often ends up deep in the enemy line. He needs a support or tank to peel bruisers off him while he resets. Top Synergy Pairings

1. Malphite

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

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

Urgot Urgot Urgot T5
Tier
T5
Rank
#152
Win Rate
46.69%
Pick Rate
0.31%

Urgot the Dreadnought is a juggernaut who turns close-range brawls into execution chains. His identity revolves around purging targets at low health with his ultimate, then spreading fear to nearby enemies. In ARAM: Mayhem, he becomes a lane bully who can actually reach his targets. He plays as a frontliner who wants to flip and execute. You look for engages with Snowball, land your E to reposition an enemy, then shred them with W and passive shots. Once they hit the execute threshold, you fire R to kill them and panic their teammates. What changes in Mayhem is his ability to get onto people. The constant Snowball access and faster pace mean Urgot isn't kited as easily as on Summoner's Rift. He still struggles against long-range poke, but once he closes the gap, he wins most melee trades. The mayhem augments also favor his playstyle—anything that adds durability, healing, or bonus damage on low-health targets makes his execute threshold even scarier. View champion guide

Best Scenario: Malphite hits a multi-man knockup. Urgot lands a four-man fear with his ultimate, chaining the crowd control and wiping the squad. Enemy Answer: The enemy team buys Quicksilver or runs Cleanse to break the knockup chain. They may also spread out vertically to force Malphite into single-target engages. Failure Risk: If Malphite whiffs his ultimate, Urgot is left walking forward with no gap closer. He gets poked down before he ever gets in range to flip. Recovery: Urgot holds his Disdain and plays the backline bodyguard. He waits for the enemy to dive his carries and uses his flip to peel, turning the fight into a scrappy close-range brawl where he excels.

2. Orianna

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

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

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

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

Urgot Urgot Urgot T5
Tier
T5
Rank
#152
Win Rate
46.69%
Pick Rate
0.31%

Urgot the Dreadnought is a juggernaut who turns close-range brawls into execution chains. His identity revolves around purging targets at low health with his ultimate, then spreading fear to nearby enemies. In ARAM: Mayhem, he becomes a lane bully who can actually reach his targets. He plays as a frontliner who wants to flip and execute. You look for engages with Snowball, land your E to reposition an enemy, then shred them with W and passive shots. Once they hit the execute threshold, you fire R to kill them and panic their teammates. What changes in Mayhem is his ability to get onto people. The constant Snowball access and faster pace mean Urgot isn't kited as easily as on Summoner's Rift. He still struggles against long-range poke, but once he closes the gap, he wins most melee trades. The mayhem augments also favor his playstyle—anything that adds durability, healing, or bonus damage on low-health targets makes his execute threshold even scarier. View champion guide

Best Scenario: Urgot uses Disdain to catch a squishy target. Orianna ults the moment they land, grouping the enemy team for Urgot’s leg spreads and potential multi-kill execute. Enemy Answer: High-mobility champions like Zed or Fizz can dodge the ball attachment. Enemies with instant disengage tools like Zhonya's Hourglass can stall out the combo damage. Failure Risk: Urgot dives too deep for the ball carrier and gets burst down before Orianna can react. The ball position becomes awkward, leaving her out of range to shield him. Recovery: Urgot pops Purge and kites backward. Orianna uses Command: Dissonance (W) to speed him up and slow pursuers, resetting the engage cooldown.

3. Swain

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

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Urgot Urgot Urgot T5
Tier
T5
Rank
#152
Win Rate
46.69%
Pick Rate
0.31%

Urgot the Dreadnought is a juggernaut who turns close-range brawls into execution chains. His identity revolves around purging targets at low health with his ultimate, then spreading fear to nearby enemies. In ARAM: Mayhem, he becomes a lane bully who can actually reach his targets. He plays as a frontliner who wants to flip and execute. You look for engages with Snowball, land your E to reposition an enemy, then shred them with W and passive shots. Once they hit the execute threshold, you fire R to kill them and panic their teammates. What changes in Mayhem is his ability to get onto people. The constant Snowball access and faster pace mean Urgot isn't kited as easily as on Summoner's Rift. He still struggles against long-range poke, but once he closes the gap, he wins most melee trades. The mayhem augments also favor his playstyle—anything that adds durability, healing, or bonus damage on low-health targets makes his execute threshold even scarier. View champion guide

Best Scenario: A messy, prolonged team fight where both ultimates are active. Swain sustains through the damage while Urgot procs shotgun legs on pulled targets, creating a "zone of death" that melee enemies cannot enter. Enemy Answer: Anti-heal items like Morellonomicon or Bramble Vest cut their sustain in half. Long-range poke mages like Xerath or Ziggs can whittle them down before the pull range is ever relevant. Failure Risk: The duo gets kited indefinitely. Without a hard dash, they slowly lose health to poke and never get to use their drain mechanics. Recovery: They force a dive with Snowball. Even if the engage isn't perfect, the combined area damage forces enemies to retreat, allowing them to push the wave and reset.

4. Yasuo

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

Urgot Urgot Urgot T5
Tier
T5
Rank
#152
Win Rate
46.69%
Pick Rate
0.31%

Urgot the Dreadnought is a juggernaut who turns close-range brawls into execution chains. His identity revolves around purging targets at low health with his ultimate, then spreading fear to nearby enemies. In ARAM: Mayhem, he becomes a lane bully who can actually reach his targets. He plays as a frontliner who wants to flip and execute. You look for engages with Snowball, land your E to reposition an enemy, then shred them with W and passive shots. Once they hit the execute threshold, you fire R to kill them and panic their teammates. What changes in Mayhem is his ability to get onto people. The constant Snowball access and faster pace mean Urgot isn't kited as easily as on Summoner's Rift. He still struggles against long-range poke, but once he closes the gap, he wins most melee trades. The mayhem augments also favor his playstyle—anything that adds durability, healing, or bonus damage on low-health targets makes his execute threshold even scarier. View champion guide

Best Scenario: Urgot lands a surprise flip on a frontliner. Yasuo instantly ults, bursting the target and setting up Urgot’s Fear Beyond Death on the rest of the team. Enemy Answer: Smart teams save knockup breaks for Yasuo. If Urgot flips a tank with high armor, Yasuo might waste his ult on a target he cannot kill. Failure Risk: Yasuo dives too early and dies before Urgot can follow up. Urgot is left alone and gets focused down by the enemy backline. Recovery: Urgot switches to peel mode. He uses Purge to shred the enemies attacking Yasuo, hoping to secure a reset or fear to save the dive.

5. Leona

Urgot ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and IdentityFills a frontline bruiser role, absorbing poke and providing reliable damage over time without being the primary carry threat.Becomes a pseudo-carry who spikes earlier and punishes mistakes brutally, taking fights to kill rather than just occupying space.Stop being a meat shield; play as an executioner who commits to kills.
Skill Order PriorityFlexible approach, often maxing W for consistent damage and wave control, or Q for poke and catch potential.Adapt to augments: max Q if damage amplification rolls, or W with attack speed augments; E max is rarely correct here.Read augments first and adapt skill order to maximize their synergy.
Fight TempoPlays patiently, waiting for enemies to overextend, absorbing cooldowns, and counter-engaging carefully.Passive play is wrong; force action with Q and E before enemies stack augments and gold leads that you cannot outsustain.Force fights early instead of waiting for perfect engage angles.
Teamfight PositioningStands at the front to absorb poke and control space by existing, looking for E angles on overextended enemies.Frontlining without a plan is suicidal; play around vision and cooldowns, chip with passive range, then commit fully.Wait for key abilities, then engage with full commitment or die trying.
Build PhilosophyFocuses on survivability and armor shred with Black Cleaver, Sterak's Gage, and Death's Dance for sustained fights.Pure damage items become viable earlier; sometimes skip defense entirely and bet on killing enemies before they kill you.Prioritize damage spikes over tank stats when augments support offensive play.

Champion Analysis

Role / Current performance

Overview

Urgot the Dreadnought serves as one of the most oppressive frontline fighters in Hextech Mayhem, leveraging dramatically reduced cooldowns to lock onto enemies and unleash his chainsaw execute with unprecedented frequency. His core role combines frontline fighting, lock-on control, and chainsaw execution, making him a dominant presence in the mode's chaotic engagements. Urgot's gameplay revolves around his lock-on mechanic and execution pattern. His passive, Fear Beyond Death, applies fear to enemies below a health threshold, providing valuable crowd control against low-health targets. Corrosive Charge, his Q ability, fires corrosive rounds for sustained poke damage, and its frequent use in Hextech Mayhem allows for consistent harassment. Terror Capacitor, his W ability, grants a shield and slow effect, enhancing his survivability and chase potential when pursuing fleeing enemies. Purge, his E ability, functions as his core mobility tool by dashing in a target direction, offering flexible repositioning that becomes especially potent with reduced cooldowns. His ultimate, Fear Beyond Death, defines Urgot's strategic identity. This signature move locks onto an enemy below the execute threshold, drags them to Urgot, and executes them with his chainsaw. In Hextech Mayhem, this ability creates spectacular executions against low-health enemies, and the reduced cooldowns allow Urgot to threaten executes far more often than in standard play. This frequency transforms him into a constant execution threat that enemies must respect throughout fights. Urgot's positioning as a frontline fighter means he absorbs pressure while threatening lock-on control and execution. His combination of shield-based survivability, dash mobility, and poke allows him to engage, reposition, and chase effectively. The fear component of his passive adds a layer of crowd control that disrupts enemies attempting to escape or fight back at low health. His strategic value lies in his ability to control the flow of engagements through sustained pressure, lockdown potential, and the ever-present threat of his chainsaw execute. Players should prioritize positioning that maximizes his ability to lock onto priority targets while maintaining enough health to survive the frontline role long enough to reach execute thresholds.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Urgot the Dreadnought thrives on chaos in Mayhem ARAM, but success requires disciplined timing rather than reckless aggression. Engage only with a clear numbers advantage or major augment lead. The primary engage sequence uses Snowball on a target near their wave, followed by dashing in and immediately casting W (Purge) to shred minions while pressuring nearby champions. This clears obstacles to the enemy backline while charging passive legs. For counter-engage, save E (Disdain) for enemy dashes. When melee assassins or tanks jump on your team, flip them backwards into your team's damage. Cooldowns are fast enough in Mayhem to use E aggressively on mispositioned squishy targets, but missing E leaves Urgot vulnerable to kiting. Landing the flip should be followed immediately by toggling W to proc passive legs and execute range. The single-lane format of the Howling Abyss benefits Urgot since enemies cannot dodge Q (Corrosive Charge). Position at the edge of your minion wave, close enough to land Q on enemies but far enough back to avoid free poke. Use side bushes to break line of sight, popping out to fire Q and ducking back in. When waves push to your tower, clear quickly with W and farm safely. If enemies dive, use E to flip them deeper into tower range for a likely kill. Target priority focuses on proccing passive legs rather than diving the backline immediately. Each leg deals significant damage, so position to hit as many targets as possible. Often the best target is the closest enemy, not the enemy ADC. Killing or executing a frontliner resets momentum for chasing remaining enemies. Watch health bars for R (Fear Beyond Death) threshold and fire immediately when enemies drop low. Do not wait for perfect kills, as the fear effect from successful executes or the slow from initial hits disrupts enemy formations. Chaining executes creates game-winning momentum. Snowball serves as both gap-closer and escape tool. The optimal timing is right after landing Q, as the slow makes Snowball nearly undodgeable. Avoid Snowballing into full-health enemy teams with cooldowns available. Use Snowball to flank, forcing enemies to turn and deal with you while your team attacks from the front. Urgot's W counts as rapid attacks, making him powerful with on-hit or ability damage augments. Toggle W rapidly to trigger specific effects, or leave it on to sustain through lifesteal or omnivamp augments. Use Q and E frequently to fish for augment procs when you have shields or speed on ability use. Recognize push and pull rhythms. When ahead with passive legs ready, push waves hard with Q and W to crash into the enemy tower, forcing them to farm under tower and limiting their poke. When behind or outnumbered, let waves push to you and farm with W from distance, engaging only when enemies overextend. Diving requires summoner spells and R available, ideally after crashing a wave when enemies are low. When being dived, save E until enemies commit, then flip them deeper into your side while the tower fires. When losing, become a defensive anchor by hugging your tower, using Q to slow approaching enemies and W to clear minions, looking for enemy mistakes to punish with a well-timed flip.

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Playstyle Guide

Playstyle / Team structure

Play guide

Urgot the Dreadnought progresses through three distinct phases in ARAM: Mayhem, each requiring different positioning and engagement patterns. During the early game at levels 1 through 6, Urgot should start positioned near the front wave without hard committing until the enemy lineup is revealed. The primary goal is establishing wave control using shotgun legs by walking forward to angle passive blasts through the minion wave. Hitting the enemy champion while clearing automatically wins trades. Against heavy skillshot poke, Urgot should weave in and out of the wave to force misses, then step up to last-hit with autos and Purge. W should not be toggled on permanently early due to mana drain, keeping it ready for all-in moments instead. Snowball should be held as a threat rather than an opener unless a clear squishy target is overextended. The optimal combo lands Snowball on a rooted or distracted enemy, follows with Disdain, and immediately toggles W for the full leg proc rotation. Missing Snowball requires instant backing off, as early cooldowns are long and getting caught with E down typically means death or burning Flash. Push when hitting multiple passive legs on the wave against enemies lacking hard engage, but stall against strong level 1 through 3 all-in tools. When ahead, crash the wave, poke under tower, and look for flips on enemies stepping up to clear while denying health relics. When behind, give up the front wave, farm at tower, and save E for disengage or counter-flips. In the mid game at levels 7 through 11, Urgot shifts from wave clearer to primary engage or follow-up threat. Position at the front of the team but not directly in the open, using side angles and brush to hide Snowball wind-up. Keep passive legs rotating by walking in small circles during skirmishes, as each leg proc deals significant damage. The trading rhythm involves poking with Corrosive Charge to slow, then walking forward to trigger passive legs. Save E for enemy key dashes or channels, as a clean flip during their animation cancels momentum. Fear Beyond Death serves as both an execute and panic button, and should not be held forever for the perfect execute. Mid-game Snowballs decide fights, used to close gaps on backline carries after teammates land crowd control. When ahead, force fights around health relics and objectives, using R to execute anyone at half health to trigger fear and chain-panic the enemy team. When behind, protect carries with peel flips and use R on diving bruisers or assassins. In the late game at levels 12 and beyond, Urgot becomes a zone controller and execution machine. Position just behind primary engage or slightly to the side, using Q and passive legs to create a danger zone enemies must cross. Constantly reposition to keep passive legs aimed at highest-value targets, with W active for most fights due to short cooldowns. When targets drop below the R execute threshold, fire immediately, as the fear from a successful execute turns teamfights completely. Late-game Snowball serves as a gap-closer for the backline or an escape tool when caught out. Push as a unit and never split off alone, as damage and execute are too valuable to lose. When ahead, siege the inhibitor, force fights, and use R fear to chain crowd control. When behind, hold the line at the inhibitor, using E to flip divers into tower or team. Urgot in Mayhem revolves around space control, timing, and execution, with the core principles being to track passive leg direction, manage W mana, and never engage without a plan.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Urgot the Dreadnought excels as a zoning nightmare when ahead, transforming into a dominant lane bully who controls space and forces unfair fights. When winning early trades and hitting power spikes, Urgot should stop fishing for random Qs and instead threaten the wave directly, clearing minions instantly with W to occupy space just outside enemy tower range. This positioning forces enemies into losing decisions: walk up and eat free damage, or cede the wave entirely. The primary win condition shifts to targeting overextended squishies with Q slows into E flips, letting passive damage shred them. The ultimate should not be saved for perfect executes when ahead; using it early creates a fear zone that splits the enemy team. Augments amplify leads significantly. Damage or healing augments enable tower dives that would normally be impossible, with E shields and W healing outsustaining enemy burst. Ability haste augments turn Q spam into an oppressive tool for checking bushes and denying vision, forcing claustrophobic fights. However, overconfidence leads to throws. Snowball marks followed by crowd-control chains end streaks quickly. Against teams loaded with engage tools, Urgot must play front line without crossing the halfway point until teammates follow. Chasing low-health enemies into their base alone is the fastest way to lose an advantage. When behind, Urgot's role shifts from diver to peeler. Long-range poke and crowd control that interrupts E are the primary threats. Getting chunked to half health while clearing waves signals a deficit. At this stage, attempting hero E flips on enemy carries typically results in getting stunned and deleted. Instead, Urgot should protect his own carries, waiting for enemy engage to commit before using E to flip divers away from friendly damage dealers. Wave management becomes critical when behind. W should be toggled off to conserve mana, with Q reserved for last-hitting ranged minions safely. Walking into frozen waves alone against ahead enemies is a death sentence, requiring team assistance to break. When enemies siege towers, E must be saved exclusively for disengage, with R held for enemies who step too close, denying dive attempts and creating counter-attack openings. Defensive and utility augments can salvage losing games by providing shields, tenacity, or healing on takedowns, allowing Urgot to body-block skillshots for damage dealers. Purely offensive augment suites require playing like an assassin, hiding in side bushes near towers to burst overconfident enemies who face-check. The ultimate execute should not be forced when behind, as enemies often have too much health or shielding. R serves better as a threat tool, held until targets drop below execute threshold or used on focused enemies to secure the fear proc, which buys repositioning time. Recovery requires patience and wave-clear stalling rather than desperate 1v5 attempts, waiting for enemy positioning errors to flip the game.

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Champion Background

Lore / Identity / Text block

Background copy

Urgot the Dreadnought is a juggernaut whose identity in ARAM: Mayhem centers on Echoing Flames, his passive knee cannons that fire in a clockwise sequence during basic attacks and Purge. With abundant attack speed and ability haste in this mode, the passive becomes his primary damage engine, transforming him from a slow whip-down champion into a constant blast output. Each knee fires on a cooldown reduced by attacks and Purge, dealing physical damage in cones that auto-target the nearest enemy. Attack speed augments or items turn this into a circular saw of damage, enabling even tanky builds to melt squishy targets simply by staying in range. Positioning is critical because knees auto-target the nearest enemy in their cone direction. Fighting in minion waves causes shots to waste on minions, so players should position with the enemy champion as the closest target or clear the wave first. In teamfights, Urgot acts as a zone controller where anyone in range takes constant damage without needing to focus a specific target. The passive provides the background damage that makes all-ins lethal when combined with his kit. Purge is the heart of Urgot's kit, turning him into a walking minigun that rapidly fires shotguns in a cone while shielding himself. It applies on-hit effects, triggers Echoing Flames, and prioritizes the nearest enemy, meaning positioning dictates who gets hit. The movement speed reduction while firing is the main weakness, making enemies able to walk away without a Q slow or E flip. Corrosive Charge serves as the primary poke and setup tool, providing a slow that enables engages and a mark that amplifies Purge damage. Missing Q against ranged champions forces Urgot to back off, costing lane control and health. Disdain is the kill button, a dash and flip that suppresses targets and goes through many movement abilities. Landing E on a high-value target is often a death sentence, but missing it leaves Urgot stranded and vulnerable. The dash is predictable and can be interrupted by knock-ups or displacements, and hitting minions stops the dash entirely. Fear Beyond Death serves as both an execute and a psychological weapon, causing fear explosions that can chain to nearby enemies. The execute threshold is generous in Mayhem, creating frequent opportunities, and killing one enemy in a cluster can fear the rest to turn fights instantly. Urgot functions as a stat-check champion who wins damage races by standing his ground. Disengaging unnecessarily wastes the passive's damage potential and loses trades that were being won. His strength lies in constant pressure rather than burst-and-leave patterns, making him a juggernaut who stands and delivers sustained damage through knee cannon cycles.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Urgot in Mayhem plays differently than on Summoner's Rift due to the accelerated pacing and constant fighting. Most losses on Urgot come from poor positioning or misusing the ultimate in team fight chaos. A critical mechanical mistake is standing completely still while trading auto-attacks. While this procs passive legs on cooldown, it makes Urgot an easy target for skill shots in Mayhem's amplified damage environment. The correct approach is kiting in a circle around the target, constantly repositioning to keep enemies within the leg's firing arc while dodging incoming fire. If taking too much damage, immediately sidestep or use E to disengage rather than committing to a losing trade. Using E (Disdain) to engage against a full-health enemy with their escape available is another common error. This flips an enemy onto Urgot who then unloads their full combo while Urgot has no shield or dash left to escape. E should be saved for repositioning or punishment, flipping enemies who have already used mobility or peeling bruisers off the backline. If engaging is necessary, lead with Q to slow first. Firing Q at max range against mobile targets wastes mana and cooldowns due to travel time giving enemies easy dodge windows. Q should be used at closer range or when enemies are distracted, as the slow sets up the E flip. If Q misses, do not force E; back off and wait for the next window. Firing R2 immediately when enemies hit execute threshold without checking for shields or heals can waste the ultimate. The correct action is waiting a split second to let chain pulls or passive leg damage tick before firing when the damage calculation is secure. Even a failed execute forces enemies to respect Urgot's zone. Decision mistakes include chasing low-health enemies deep into enemy territory after winning a fight. Urgot is slow and vulnerable to collapse from respawning enemies. The correct priority is securing objectives or taking towers, letting faster teammates chase while Urgot pushes the lane. Using Snowball to engage into a full enemy team is a suicide play that leaves Urgot burst down before procing more than one or two passive legs. Snowball should close the gap for a Q or flank without committing the dash unless follow-up is available. Building full damage without survivability leaves Urgot too fragile for constant ARAM fighting, as he needs to survive initial burst to output sustained damage. A balance of health, attack damage, and ability haste allows walking down enemies and procing passive multiple times. Holding the ultimate for a perfect multi-person fear often means dying with it unused. R should start fights if it catches a priority target or delete a frontliner and fear the rest, as the generous fear radius makes it valuable without hitting everyone. Ignoring passive leg direction during team fights causes Urgot to walk forward while loaded legs face backward or sideways, wasting huge damage output. Awareness of which leg loads next and turning slightly to aim shotgun blasts at targets separates high-damage Urgot from low-damage ones. Urgot rewards patience and positioning more than raw mechanical speed.

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FAQ

Urgot

FAQ

Is Urgot strong in ARAM: Mayhem? He is a solid pick because Mayhem's accelerated gold gain helps him hit his item spikes much faster than on Summoner's Rift. Once he completes his first core item, his damage output becomes oppressive for squishy champions to handle. He excels at creating chaos in team fights where enemies are forced to cluster near his range. What is the best playstyle for Urgot in this mode? Play as a bulky skirmisher who looks for angles to land his Q, Corrosive Charge. You want to force fights in narrow corridors where enemies cannot easily sidestep your W, Fear Beyond Death. Do not play passively; your passive damage shreds through the high health pools common in Mayhem. Which ability should I max first? Max your W, Fear Beyond Death, first to lower its cooldown and increase your sustained damage output. Your Q provides the setup, but W is the engine that drives your entire kit. A point in E at level three gives you the flip disengage or all-in tool you need for early trades.

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