Max order: R > Q > W > E.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- 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%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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%.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- 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.
- 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%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
Situational itemstop 12
Starting items
- Total Price
- 900
- Price
- 500
+350 Health
51.44%- Total Price
- 400
- Price
- 400
+150 Health
51.44%- Total Price
- 900
- Price
- 500
+350 Health
51.71%- Total Price
- 400
- Price
- 400
+150 Health
51.71%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.71%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
49.61%Core items
- 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%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
Situational itemstop 12
- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.77%- 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%- 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%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
53.04%- 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%- 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%- 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%- 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%- 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%- 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%- 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
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
55.54%- Total Price
- 900
- Price
- 500
+350 Health
53.42%- Total Price
- 400
- Price
- 400
+150 Health
53.42%- Total Price
- 900
- Price
- 500
+350 Health
57.50%- Total Price
- 400
- Price
- 400
+150 Health
57.50%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
57.50%Core items
- 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%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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%.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- 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.
- 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%.
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
Situational itemstop 12
- 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%- 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%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.01%- 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%- 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%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.96%- 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%- 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%- 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%- 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%- 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
- Total Price
- 900
- Price
- 500
+350 Health
54.36%- Total Price
- 400
- Price
- 400
+150 Health
54.36%- Total Price
- 900
- Price
- 500
+350 Health
49.00%- Total Price
- 400
- Price
- 400
+150 Health
49.00%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
49.00%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.40%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | Prismatic | T1 | 59.80% | 7.28% | 684 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 51.19% | 11.60% | 1,090 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 50.27% | 7.92% | 744 |
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 | Gold | T1 | 50.18% | 5.77% | 542 |
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 | Gold | T1 | 49.79% | 10.24% | 962 |
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 | Prismatic | T1 | 49.73% | 11.73% | 1,102 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 48.52% | 7.17% | 674 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 48.11% | 6.46% | 607 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 47.85% | 8.92% | 838 |
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 | Gold | T1 | 47.78% | 14.63% | 1,375 |
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 | Gold | T1 | 47.75% | 12.75% | 1,198 |
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 | Silver | T1 | 47.45% | 6.48% | 609 |
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 | Gold | T1 | 47.35% | 5.82% | 547 |
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 | Gold | T1 | 47.07% | 8.16% | 767 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 46.54% | 8.62% | 810 |
Gain 15% omnivamp . View augment details | Silver | T1 | 46.49% | 7.87% | 740 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 45.86% | 7.08% | 665 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 45.27% | 7.31% | 687 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 44.92% | 9.64% | 906 |
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 | Prismatic | T1 | 44.77% | 5.09% | 478 |
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 | Silver | T1 | 43.75% | 10.22% | 960 |
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 | Gold | T1 | 43.12% | 6.34% | 596 |
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 | Gold | T1 | 42.33% | 5.48% | 515 |
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 | Prismatic | T1 | 42.11% | 7.89% | 741 |
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 | Gold | T1 | 41.65% | 5.80% | 545 |
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 | Prismatic | T2 | 58.38% | 1.97% | 185 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 53.81% | 4.33% | 407 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 53.47% | 2.61% | 245 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 52.63% | 3.64% | 342 |
Increases attack damage by 20% . View augment details | Silver | T2 | 52.42% | 2.42% | 227 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 51.35% | 2.36% | 222 |
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 | Gold | T2 | 49.58% | 2.51% | 236 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T2 | 49.30% | 2.29% | 215 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 49.11% | 2.38% | 224 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 48.53% | 2.17% | 204 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 48.39% | 3.30% | 310 |
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 | Gold | T2 | 48.25% | 2.43% | 228 |
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 | Gold | T2 | 47.85% | 3.22% | 303 |
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 | Silver | T2 | 47.60% | 2.44% | 229 |
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 | Silver | T2 | 47.50% | 2.55% | 240 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 47.50% | 2.13% | 200 |
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 | Gold | T2 | 47.37% | 3.64% | 342 |
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 | Gold | T2 | 47.31% | 1.98% | 186 |
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 | Gold | T2 | 47.22% | 2.68% | 252 |
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 | Prismatic | T2 | 47.04% | 3.60% | 338 |
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 | Prismatic | T2 | 46.95% | 2.97% | 279 |
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 | Silver | T2 | 46.32% | 4.04% | 380 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 45.90% | 3.50% | 329 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 45.81% | 1.90% | 179 |
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 | Silver | T2 | 45.81% | 3.30% | 310 |
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 | Silver | T2 | 45.65% | 1.96% | 184 |
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 | Gold | T2 | 45.29% | 2.94% | 276 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T2 | 45.11% | 3.70% | 348 |
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 | Prismatic | T2 | 43.78% | 2.14% | 201 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 43.65% | 3.27% | 307 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T2 | 43.44% | 2.35% | 221 |
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 | Gold | T2 | 43.28% | 2.53% | 238 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 43.24% | 2.76% | 259 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 42.36% | 2.44% | 229 |
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 | Gold | T2 | 42.33% | 3.19% | 300 |
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 | Gold | T2 | 41.15% | 2.59% | 243 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 40.28% | 2.30% | 216 |
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 | Gold | T2 | 40.09% | 2.47% | 232 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 39.17% | 2.31% | 217 |
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 | Prismatic | T2 | 35.47% | 2.49% | 234 |
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 | Silver | T3 | 53.60% | 1.33% | 125 |
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 | Gold | T3 | 53.33% | 1.12% | 105 |
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 | Prismatic | T3 | 51.15% | 1.85% | 174 |
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 | Silver | T3 | 51.03% | 1.54% | 145 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 50.48% | 1.12% | 105 |
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 | Gold | T3 | 50.45% | 1.18% | 111 |
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 | Silver | T3 | 50.00% | 1.43% | 134 |
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 | Gold | T3 | 49.63% | 1.44% | 135 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 49.23% | 1.38% | 130 |
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 | Gold | T3 | 48.80% | 1.33% | 125 |
Grants 60 ability haste . View augment details | Gold | T3 | 48.35% | 0.97% | 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 | Prismatic | T3 | 48.35% | 0.97% | 91 |
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 | Silver | T3 | 46.71% | 1.62% | 152 |
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 | Prismatic | T3 | 46.27% | 1.43% | 134 |
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 | Gold | T3 | 45.93% | 1.83% | 172 |
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 | Gold | T3 | 44.59% | 1.67% | 157 |
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 | Gold | T3 | 44.14% | 1.54% | 145 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.82% | 0.95% | 89 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 43.80% | 1.46% | 137 |
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 | Prismatic | T3 | 43.52% | 1.15% | 108 |
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 | Silver | T3 | 42.86% | 1.42% | 133 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 42.58% | 1.65% | 155 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 41.18% | 1.27% | 119 |
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 | Prismatic | T3 | 41.11% | 0.96% | 90 |
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 | Silver | T3 | 40.88% | 1.69% | 159 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 35.71% | 1.04% | 98 |
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 | Prismatic | T3 | 35.56% | 1.44% | 135 |
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 | Silver | T3 | 35.16% | 0.97% | 91 |
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 | Silver | T3 | 31.46% | 0.95% | 89 |
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 | Prismatic | T4 | 58.49% | 0.56% | 53 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 56.36% | 0.59% | 55 |
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 | Silver | T4 | 55.41% | 0.79% | 74 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 52.24% | 0.71% | 67 |
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 | Prismatic | T4 | 51.56% | 0.68% | 64 |
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 | Prismatic | T4 | 49.06% | 0.56% | 53 |
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 | Silver | T4 | 47.44% | 0.83% | 78 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T4 | 47.06% | 0.72% | 68 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T4 | 45.98% | 0.93% | 87 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 45.98% | 0.93% | 87 |
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 | Prismatic | T4 | 45.45% | 0.59% | 55 |
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 | Prismatic | T4 | 44.26% | 0.65% | 61 |
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 | Gold | T4 | 44.23% | 0.55% | 52 |
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 | Prismatic | T4 | 43.28% | 0.71% | 67 |
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 | Gold | T4 | 40.48% | 0.89% | 84 |
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 | Silver | T4 | 40.00% | 0.80% | 75 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T4 | 39.68% | 0.67% | 63 |
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 | Gold | T4 | 38.27% | 0.86% | 81 |
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 | Prismatic | T4 | 37.31% | 0.71% | 67 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 36.54% | 0.55% | 52 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T4 | 34.55% | 0.59% | 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 | Prismatic | T4 | 32.73% | 0.59% | 55 |
Urgot Skill Combos
Extracted from the skill order guide
In that case, consider R > W > Q > E.
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
5Urgot counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Urgot is countered by these champions in ARAM: Mayhem.
Read counter detailsUrgot Team Comp Highlights
Partner patterns extracted from the team comp 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
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
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
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
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
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Identity | Fills 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 Priority | Flexible 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 Tempo | Plays 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 Positioning | Stands 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 Philosophy | Focuses 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
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
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.
Read full guidePlaystyle Guide
Playstyle / Team structure
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.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
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.
Read full guideChampion Background
Lore / Identity / Text block
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.
Read full guideMistakes to Avoid
Common mistakes / Risk control
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.
Read full guideFAQ
Urgot
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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