ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #80

Orianna ARAM Mayhem Build & Best Augments

Orianna role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include slow control, speed utility. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Orianna Orianna the Lady of Clockwork Mage
TierT3
Rank#80
Win Rate50.28%
Pick Rate0.51%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate47.09%
Pick Rate20.95%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate48.61%
Pick Rate13.94%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate49.03%
Pick Rate4.74%

Situational itemstop 12

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

48.61%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

48.58%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

48.25%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

48.83%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

50.64%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

48.43%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

46.15%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

46.00%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

49.25%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

47.23%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

45.32%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

49.83%

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.

49.33%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

49.33%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

49.31%
Sapphire Crystal Sapphire Crystal Sapphire Crystal
Total Price
300
Price
300

+300 Mana

49.76%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

49.76%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

49.76%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

49.76%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
55.92%
Pick Rate
6.73%
Games
1,216

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
GoldT155.92%6.73%1,216
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
54.66%
Pick Rate
5.88%
Games
1,063

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT154.66%5.88%1,063
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.40%
Pick Rate
7.05%
Games
1,274

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

View augment details
GoldT154.40%7.05%1,274
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
53.03%
Pick Rate
4.66%
Games
841

Grants 60 ability haste .

View augment details
GoldT153.03%4.66%841
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.53%
Pick Rate
7.12%
Games
1,287

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
PrismaticT152.53%7.12%1,287
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
51.59%
Pick Rate
6.61%
Games
1,194

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
GoldT151.59%6.61%1,194
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
51.18%
Pick Rate
6.32%
Games
1,141

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

View augment details
SilverT151.18%6.32%1,141
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.85%
Pick Rate
13.37%
Games
2,415

Gain ability haste equal to 30% AP .

View augment details
PrismaticT150.85%13.37%2,415
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
50.81%
Pick Rate
5.13%
Games
927

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT150.81%5.13%927
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.40%
Pick Rate
6.28%
Games
1,135

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

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PrismaticT150.40%6.28%1,135
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.16%
Pick Rate
5.07%
Games
915

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

View augment details
SilverT150.16%5.07%915
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.16%
Pick Rate
10.52%
Games
1,900

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT150.16%10.52%1,900
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
50.11%
Pick Rate
14.56%
Games
2,630

Grants 20 – 80 (based on level) ability power .

View augment details
SilverT150.11%14.56%2,630
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
50.08%
Pick Rate
7.37%
Games
1,332

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT150.08%7.37%1,332
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.93%
Pick Rate
18.79%
Games
3,395

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
GoldT149.93%18.79%3,395
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
49.91%
Pick Rate
9.28%
Games
1,677

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

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SilverT149.91%9.28%1,677
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
49.65%
Pick Rate
7.14%
Games
1,289

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

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GoldT149.65%7.14%1,289
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.46%
Pick Rate
14.87%
Games
2,687

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

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PrismaticT149.46%14.87%2,687
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
49.45%
Pick Rate
15.64%
Games
2,825

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

View augment details
GoldT149.45%15.64%2,825
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.37%
Pick Rate
12.33%
Games
2,228

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

View augment details
GoldT149.37%12.33%2,228
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
49.30%
Pick Rate
6.33%
Games
1,144

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT149.30%6.33%1,144
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.03%
Pick Rate
5.43%
Games
981

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

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SilverT149.03%5.43%981
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.69%
Pick Rate
9.29%
Games
1,678

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

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GoldT148.69%9.29%1,678
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
48.57%
Pick Rate
8.12%
Games
1,466

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
SilverT148.57%8.12%1,466
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.08%
Pick Rate
7.91%
Games
1,429

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT148.08%7.91%1,429
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
47.72%
Pick Rate
10.19%
Games
1,840

Grants 18% armor penetration and magic penetration .

View augment details
GoldT147.72%10.19%1,840
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.10%
Pick Rate
6.19%
Games
1,119

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

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GoldT147.10%6.19%1,119
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
46.78%
Pick Rate
6.70%
Games
1,210

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

View augment details
SilverT146.78%6.70%1,210
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.49%
Pick Rate
5.75%
Games
1,039

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT146.49%5.75%1,039
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
46.14%
Pick Rate
11.97%
Games
2,163

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

View augment details
GoldT146.14%11.97%2,163
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
59.44%
Pick Rate
1.38%
Games
249

Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds.

View augment details
GoldT259.44%1.38%249
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.88%
Pick Rate
2.07%
Games
374

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

View augment details
PrismaticT255.88%2.07%374
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
54.23%
Pick Rate
3.47%
Games
627

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

View augment details
GoldT254.23%3.47%627
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.06%
Pick Rate
3.34%
Games
603

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

View augment details
GoldT254.06%3.34%603
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
53.49%
Pick Rate
2.14%
Games
387

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
SilverT253.49%2.14%387
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.67%
Pick Rate
2.90%
Games
524

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

View augment details
GoldT252.67%2.90%524
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.54%
Pick Rate
2.73%
Games
493

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

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SilverT252.54%2.73%493
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.28%
Pick Rate
3.16%
Games
570

Gain 1750 upon acquiring this augment.

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GoldT252.28%3.16%570
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
52.26%
Pick Rate
1.35%
Games
243

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

View augment details
GoldT252.26%1.35%243
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
52.24%
Pick Rate
1.85%
Games
335

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

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SilverT252.24%1.85%335
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
51.85%
Pick Rate
2.54%
Games
459

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

View augment details
GoldT251.85%2.54%459
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
51.09%
Pick Rate
3.79%
Games
685

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

View augment details
SilverT251.09%3.79%685
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.80%
Pick Rate
1.73%
Games
313

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
GoldT250.80%1.73%313
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
50.54%
Pick Rate
3.08%
Games
556

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

View augment details
GoldT250.54%3.08%556
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.50%
Pick Rate
1.66%
Games
299

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
GoldT250.50%1.66%299
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.23%
Pick Rate
2.36%
Games
426

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
GoldT250.23%2.36%426
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.13%
Pick Rate
2.05%
Games
371

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

View augment details
PrismaticT250.13%2.05%371
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.68%
Pick Rate
1.75%
Games
316

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
GoldT249.68%1.75%316
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
49.60%
Pick Rate
2.08%
Games
375

Gain 2 Stat Anvils .

View augment details
SilverT249.60%2.08%375
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.57%
Pick Rate
3.84%
Games
694

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
GoldT249.57%3.84%694
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
49.43%
Pick Rate
1.47%
Games
265

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT249.43%1.47%265
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.25%
Pick Rate
1.48%
Games
268

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
PrismaticT249.25%1.48%268
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
49.12%
Pick Rate
1.58%
Games
285

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

View augment details
SilverT249.12%1.58%285
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.54%
Pick Rate
3.99%
Games
721

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
GoldT248.54%3.99%721
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
48.49%
Pick Rate
2.20%
Games
398

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

View augment details
GoldT248.49%2.20%398
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.40%
Pick Rate
1.38%
Games
250

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

View augment details
PrismaticT248.40%1.38%250
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.31%
Pick Rate
1.85%
Games
334

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

View augment details
GoldT247.31%1.85%334
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.23%
Pick Rate
1.50%
Games
271

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

View augment details
SilverT247.23%1.50%271
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.77%
Pick Rate
1.46%
Games
263

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

View augment details
PrismaticT246.77%1.46%263
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.77%
Pick Rate
2.42%
Games
437

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

View augment details
PrismaticT245.77%2.42%437
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
44.91%
Pick Rate
2.88%
Games
521

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT244.91%2.88%521
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.68%
Pick Rate
1.36%
Games
246

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT242.68%1.36%246
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.86%
Pick Rate
1.64%
Games
296

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT239.86%1.64%296
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.85%
Pick Rate
0.73%
Games
132

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
PrismaticT359.85%0.73%132
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
58.97%
Pick Rate
0.65%
Games
117

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

View augment details
GoldT358.97%0.65%117
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
55.56%
Pick Rate
1.20%
Games
216

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT355.56%1.20%216
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.30%
Pick Rate
0.73%
Games
132

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
PrismaticT355.30%0.73%132
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.33%
Pick Rate
1.15%
Games
208

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
PrismaticT354.33%1.15%208
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
54.07%
Pick Rate
0.75%
Games
135

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
GoldT354.07%0.75%135
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.91%
Pick Rate
0.71%
Games
128

Grants 3 random Dragon Souls .

View augment details
PrismaticT353.91%0.71%128
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.89%
Pick Rate
1.00%
Games
180

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
SilverT353.89%1.00%180
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
52.66%
Pick Rate
1.15%
Games
207

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

View augment details
GoldT352.66%1.15%207
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.41%
Pick Rate
0.92%
Games
166

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

View augment details
SilverT352.41%0.92%166
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.82%
Pick Rate
0.61%
Games
110

Grants 20% heal and shield power .

View augment details
SilverT351.82%0.61%110
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
50.87%
Pick Rate
1.27%
Games
230

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
SilverT350.87%1.27%230
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
0.85%
Games
154

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

View augment details
GoldT350.00%0.85%154
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.07%
Pick Rate
0.60%
Games
108

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
PrismaticT349.07%0.60%108
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.90%
Pick Rate
0.92%
Games
167

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

View augment details
PrismaticT347.90%0.92%167
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
47.71%
Pick Rate
0.60%
Games
109

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
SilverT347.71%0.60%109
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.66%
Pick Rate
0.71%
Games
128

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
GoldT347.66%0.71%128
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
47.40%
Pick Rate
1.06%
Games
192

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT347.40%1.06%192
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.29%
Pick Rate
1.12%
Games
203

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

View augment details
PrismaticT347.29%1.12%203
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
47.27%
Pick Rate
0.61%
Games
110

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

View augment details
SilverT347.27%0.61%110
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.26%
Pick Rate
0.81%
Games
146

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
GoldT347.26%0.81%146
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
47.09%
Pick Rate
1.23%
Games
223

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT347.09%1.23%223
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
46.55%
Pick Rate
0.96%
Games
174

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT346.55%0.96%174
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
46.49%
Pick Rate
0.63%
Games
114

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT346.49%0.63%114
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.09%
Pick Rate
0.71%
Games
128

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

View augment details
GoldT346.09%0.71%128
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
45.86%
Pick Rate
1.00%
Games
181

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
GoldT345.86%1.00%181
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
45.27%
Pick Rate
0.82%
Games
148

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
GoldT345.27%0.82%148
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
45.16%
Pick Rate
0.69%
Games
124

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

View augment details
SilverT345.16%0.69%124
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
44.83%
Pick Rate
0.96%
Games
174

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

View augment details
SilverT344.83%0.96%174
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
44.05%
Pick Rate
0.93%
Games
168

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

View augment details
GoldT344.05%0.93%168
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.86%
Pick Rate
0.74%
Games
133

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
PrismaticT342.86%0.74%133
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
42.65%
Pick Rate
1.17%
Games
211

Grants 50% critical strike chance .

View augment details
GoldT342.65%1.17%211
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
42.64%
Pick Rate
0.71%
Games
129

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

View augment details
GoldT342.64%0.71%129
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
38.39%
Pick Rate
0.62%
Games
112

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT338.39%0.62%112
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
63.75%
Pick Rate
0.44%
Games
80

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT463.75%0.44%80
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
61.84%
Pick Rate
0.42%
Games
76

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

View augment details
PrismaticT461.84%0.42%76
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.33%
Pick Rate
0.40%
Games
72

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
PrismaticT458.33%0.40%72
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
56.47%
Pick Rate
0.47%
Games
85

Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown).

View augment details
SilverT456.47%0.47%85
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.22%
Pick Rate
0.37%
Games
67

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT455.22%0.37%67
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.39%
Pick Rate
0.32%
Games
57

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

View augment details
PrismaticT454.39%0.32%57
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.73%
Pick Rate
0.37%
Games
67

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
SilverT453.73%0.37%67
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
52.94%
Pick Rate
0.28%
Games
51

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

View augment details
GoldT452.94%0.28%51
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
52.63%
Pick Rate
0.32%
Games
57

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
SilverT452.63%0.32%57
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.22%
Pick Rate
0.45%
Games
82

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
GoldT451.22%0.45%82
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.79%
Pick Rate
0.35%
Games
63

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

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GoldT450.79%0.35%63
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
0.56%
Games
102

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.

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GoldT450.00%0.56%102
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.40%
Pick Rate
0.46%
Games
83

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

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PrismaticT449.40%0.46%83
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.44%
Pick Rate
0.35%
Games
64

Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units.

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PrismaticT448.44%0.35%64
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.88%
Pick Rate
0.35%
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
PrismaticT446.88%0.35%64
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
45.92%
Pick Rate
0.54%
Games
98

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
SilverT445.92%0.54%98
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
44.94%
Pick Rate
0.49%
Games
89

Gain 15% omnivamp .

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SilverT444.94%0.49%89
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
44.32%
Pick Rate
0.49%
Games
88

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

View augment details
SilverT444.32%0.49%88
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
43.55%
Pick Rate
0.34%
Games
62

Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies.

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SilverT443.55%0.34%62
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
42.47%
Pick Rate
0.40%
Games
73

获得?技能急速(40%%i:scaleCrit%)。

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SilverT442.47%0.40%73
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.94%
Pick Rate
0.34%
Games
62

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT441.94%0.34%62
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
41.51%
Pick Rate
0.29%
Games
53

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

View augment details
SilverT441.51%0.29%53
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.27%
Pick Rate
0.35%
Games
63

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
PrismaticT441.27%0.35%63
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.51%
Pick Rate
0.44%
Games
79

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

View augment details
PrismaticT440.51%0.44%79
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
40.38%
Pick Rate
0.29%
Games
52

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
GoldT440.38%0.29%52
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
40.00%
Pick Rate
0.50%
Games
90

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
PrismaticT440.00%0.50%90
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.00%
Pick Rate
0.30%
Games
55

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
PrismaticT440.00%0.30%55
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
38.71%
Pick Rate
0.34%
Games
62

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT438.71%0.34%62
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
38.46%
Pick Rate
0.43%
Games
78

Your heals and shields on allied champions are increased in effectiveness by 30%.

View augment details
GoldT438.46%0.43%78
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
33.96%
Pick Rate
0.29%
Games
53

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

View augment details
GoldT433.96%0.29%53

Orianna Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RQEW

Consider R > Q > E > W when you have an augment setup that clearly rewards shielding, protection, or attaching the Ball to an ally who starts fights.

RQWE

Max Q first in most games.

Orianna Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Orianna counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

Aphelios Aphelios Aphelios T2
Tier
T2
Rank
#39
Win Rate
52.50%
Pick Rate
0.53%

Aphelios is a backline marksman who wins through weapon management, spacing, and clean target selection. He does not play like a simple right-click carry: his strength changes with the two guns he is holding, so good Aphelios players look for fights when their current weapon pair gives them strong poke, burst, sustain, or area damage. In ARAM: Mayhem, he becomes a high-ceiling carry in constant teamfights. The shorter lane and faster skirmishes give him plenty of targets, but they also punish bad positioning hard. Play around your gun cycle, take fights when your weapons match the moment, and use augments to push his damage, safety, or teamfight cleanup. If the enemy has heavy dive, stay patient; Aphelios can carry Mayhem fights, but only if he survives the first engage. View champion guide

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

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

Read counter details

Countered By

5

Orianna is countered by these champions in ARAM: Mayhem.

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

Akali Akali Akali T5
Tier
T5
Rank
#160
Win Rate
45.31%
Pick Rate
0.47%

Akali the Rogue Assassin Akali is a mobile AP assassin who dances in and out of danger using her shroud and resets. In ARAM: Mayhem, she becomes a relentless skirmisher who can engage, burst, and disengage on a much shorter cycle. The accelerated pace means her energy restores faster and her ultimate comes up often, letting her look for picks constantly instead of waiting for the perfect all-in. Her signature pattern is simple: hit a champion with her Q, proc the bonus damage with an auto, and use her shroud to dodge returns. In Mayhem, this loop happens faster and with less punishment. You still need to respect hard crowd control, but the mode's speed favors her aggressive style. She excels at weaving through chaotic fights, picking off low-health targets, and slipping away before the enemy can collapse. View champion guide

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

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

Read counter details

Orianna Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

What Orianna's team should provide

Primary engage: Orianna is much better as the follow-up than the starter. A tank or diver who can carry the Ball turns her threat from predictable poke into a real wipe condition.

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

Cleanest Ball Delivery And Instant Teamfight Threat.

Malphite gives Orianna the thing she values most: a fast, obvious, durable engage target. Orianna can place the Ball on him before he commits, then follow his initiation with Shockwave as the enemy team collapses or gets caught trying to dodge.

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Layered Crowd Control That Makes Shockwave Hard To Miss.

Amumu brings repeated access to close-range lockdown and does not mind carrying the Ball into danger. He also creates a simple decision tree for Orianna: if Amumu catches two or more important targets, commit damage; if he only catches the front line, hold Shockwave and keep the Ball near the choke.

Jarvan IV Jarvan IV Jarvan IV T4
Tier
T4
Rank
#131
Win Rate
48.09%
Pick Rate
0.42%

Jarvan IV – The Exemplar of Demacia Jarvan IV is a dive-heavy engage tank who defines fights by isolating priority targets and forcing them to play his game. His entire identity revolves around the Dragon Strike + Demacian Standard combo, which lets him gap-close, knock up multiple enemies, and set up his ultimate for a death zone. In ARAM: Mayhem, he becomes one of the most consistent engage tools in the game because the mode's accelerated pace and frequent team fights mean his combo is almost always available when you need it. He plays best as a frontline initiator who creates openings for follow-up damage. You're not there to 1v1 carries—you're there to trap them with your team nearby. The Mayhem format favors his playstyle because the constant fighting gives him plenty of opportunities to land game-changing combos, and the gold acceleration helps him hit his tanky item spikes faster than on Summoner's Rift. What changes most in Mayhem is how forgiving his engage windows become. With ability haste more accessible and skirmishes happening non-stop, Jarvan can afford to be aggressive with his combo rather than waiting for the perfect moment. A decent knock-up into a well-placed Cataclysm often wins the fight outright when your team can collapse instantly. Just remember: your ultimate traps allies too, so don't isolate your own carries in the process. View champion guide

Traps Enemies Inside Orianna's Damage Zone.

Jarvan gives Orianna both initiation and containment. His engage forces the enemy to react in a predictable space, which is perfect for a champion who wants enemies grouped around the Ball rather than scattered across the lane.

Rell Rell Rell T1
Tier
T1
Rank
#14
Win Rate
54.57%
Pick Rate
0.40%

Rell is a hard-engage tank who wins by starting fights on her terms. She wants to ride in, force the enemy team to react, then keep bodies close long enough for her carries to clean up. Her signature pattern is simple: look for grouped enemies, commit with your engage, and turn the fight into a messy frontline brawl where running away is difficult. In ARAM: Mayhem, Rell is easier to find action with but also easier to punish if she wastes her entry. The map keeps teams close, augments can make fights explode quickly, and one good engage can decide the whole wave. Play patiently until enemies stack up or burn key escape tools, then go in with your team ready to follow. If you dive alone, you are not a tank; you are a delivery system for enemy damage. View champion guide

Heavy Engage Plus Follow-up Control For Multi-target Fights.

Rell gives Orianna a durable frontline anchor who wants to be in the exact place Orianna wants the Ball: the middle of the enemy team. Her engage patterns also encourage enemies to bunch up briefly, which creates the clean punish window for Shockwave.

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

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

Reliable Cleanup After Orianna Groups Targets.

Jinx does not deliver the Ball, but she converts Orianna's teamfight control into kills. Orianna groups enemies, softens them, shields Jinx against return poke, and uses the Ball to control the space Jinx wants to stand in.

Orianna ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityOrianna plays as a safe backline mage who controls the minion wave, zones the narrow lane, shields the frontline, and threatens a big ultimate when enemies group too tightly.You must organize fights earlier, using the shield target as a delivery system, peel tool, or way to keep a diver alive long enough to finish the engage.Shift from passive control to actively enabling engages through Ball delivery on frontline allies.
Ultimate UsageR is often saved for a highlight multi-man combo, waiting for the perfect five-man Shockwave around a choke point.A two-target Shockwave that stops enemy engage can be better than waiting for five. Use R to punish a diver after they spend their entry.Stop waiting for perfect multi-man ultimates; use Shockwave to punish committed divers immediately.
Ball PlacementQ is often used for repeated poke and lane control, with the lane giving enough time to reset the Ball and try again.Every Q that sends the Ball too far forward can leave you without instant peel. Keep the Ball close enough that E can recover it quickly.Never leave the Ball stranded forward; maintain quick recovery access against faster engage threats.
W Spell PriorityW is commonly used for poke after Q, adding damage to the poke pattern and lane control strategy.W is just as important as a spacing spell. Use it to speed your frontline into engage, slow overcommitting enemies, or create an escape path.Reserve W for spacing and engage speed rather than burning it for chip damage.
Tempo and PaceOrianna can spend time poking, clearing, and waiting for item spikes. The lane often gives time to reset and try again.Tempo swings are sharper. After winning a trade, step up immediately. After losing tempo, pull the Ball back and protect the retreat.Adapt instantly to tempo swings; never default to passive waveclear when opportunities or threats exist.
Spacing DisciplineOrianna can often stand behind the frontline and shift side to side with the wave, as enemies usually respect the Ball zone.Enemies may have more ways to cross that zone. Stand far enough back that a single engage tool does not reach both you and your carry.Widen your spacing to avoid letting one dive force both you and your carry to burn defensive spells.

Champion Analysis

Role / Current performance

Overview

Orianna the Lady of Clockwork stands as one of League of Legends' most mechanically demanding mage champions, renowned for her unique ball-control mechanics and devastating teamfight crowd control. In ARAM: Mayhem, Orianna's flexible ball manipulation and powerful ultimate make her an exceptionally strong control mage, particularly skilled at dealing massive area-of-effect damage and crowd control during teamfights. In ARAM, Orianna functions as a control mage with distinct positioning requirements and gameplay patterns. Her core advantage stems from her passive, Clockwork Windup, which adds bonus magic damage to auto-attacks, giving her surprising trading power in the single-lane format. Her Q, Command: Attack, controls the ball's movement and serves as her primary damage tool for poking enemies or repositioning the ball for future plays. W, Command: Dissonance, provides area-of-effect damage along with a speed boost for allies and slow for enemies, offering both offensive and utility value. E, Command: Protect, shields allies and transfers the ball to them, enabling creative positioning strategies. Her ultimate, Command: Shockwave, deals massive area-of-effect damage and knocks up enemies around the ball, ranking among ARAM's most powerful teamfight crowd control abilities. Orianna's classic ARAM combo follows the E→Q→R sequence. The player places the ball onto a diving ally using E, then redirects it into the enemy team with Q, and finally activates R for devastating area-of-effect crowd control. This EQ combo represents one of her most flexible and dangerous tools, allowing her to initiate fights from unexpected angles by using teammates as mobile ball carriers. Her ultimate serves as one of ARAM's strongest teamfight control abilities, and players should position to hit as many enemies as possible for maximum impact. Q poke remains essential throughout the match, useful for chipping away at opponents or repositioning the ball for future plays. Orianna's strengths include devastating R teamfight crowd control, flexible EQ combo potential, ally protection through E, and reliable Q poke. However, she comes with notable weaknesses that players must respect. She is fragile and lacks mobility, making her vulnerable to dives and assassins. Ball control requires significant practice to master, and her effectiveness is heavily reliant on R accuracy. A misplaced ultimate can leave her team without their primary crowd control tool during critical moments. Orianna the Lady of Clockwork rewards players who can master her mechanical complexity while punishing those who fail to respect her fragility and positioning requirements.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Orianna wins Mayhem fights by forcing enemies into bad choices. If they clump, she threatens the ball pull. If they spread, she chips the frontline and speeds her own engage. She should not be played as a pure backline turret. Success comes from playing around where the ball is positioned, where the team's diver is going, and which enemies still have tools to dodge the big zone. For engage, Orianna should start fights with the ball already placed forward near minion waves, low-health frontliners, or side walls before the team steps up. Waiting until enemy engage begins wastes the first cast on repositioning. Allied tanks, bruisers, and assassins should be used as delivery mechanisms by shielding them as they cross the gap, letting the ball ride into the enemy backline. The best engage is often attached to someone the enemy already has to respect. She should not pull the trigger on the first target seen, as Mayhem enemies often have extra mobility, shields, or defensive augments. The major cast should be saved for two carries, a carry plus enchanter, or a diver who has spent their escape. For counter-engage, Orianna excels when enemies dive in straight lines. The ball should be held near herself or the main carry when assassins are missing from vision or standing at Snowball range. She should not panic-cast on the first dash, as many divers enter, wait for control spells, then use their second movement tool. The priority is peeling the damage dealer rather than the loudest champion. If a carry is marked by Snowball, she should stand slightly off their shoulder, close enough to shield and punish but wide enough to avoid both being caught. For escape and recovery, the ball should move behind the team during retreats to create a slow zone and discourage chase. Shields go to allies still in enemy range, not those already safe. If caught herself, she should keep the ball nearby to threaten self-peel before sending it forward again. After losing a teammate, she should stop fighting for the same ground, clear from max safe range, and keep the ball near remaining carries. Narrow-lane spacing requires standing offset from marksman or support so one Snowball, hook, or area combo cannot hit three people. Side angles when the wave is neutral force enemies to dodge sideways into poke or away from their frontline. Under turret pressure, the ball stays in the entry lane to make diving expensive. Target priority focuses on champions who cannot leave the ball zone, whether that is a carry with mobility spent, a support trapped against the wall, or a bruiser who dove too deep. Against heavy dive, a defensive ball that denies an assassin often outweighs risky offensive casts. Snowball marks serve as warnings. The ball should move to marked allies or landing paths before recasts happen. If marked herself, she steps away from the team to force enemies to choose between landing on only her or giving up the engage. Augment timing depends on the reward type. Shielding augments trigger during first real contact, spell-hit augments build from safe targets first, and ultimate augments wait for enemy commitment after movement is spent. Push and pull rhythm means pushing when the ball controls the wave and frontline is healthy, pulling back when the wave is gone or ball is on cooldown. After winning trades, she takes structure damage and denies waves rather than forcing coinflip dives. When behind, she clears first and pokes second, letting overconfident enemies deliver themselves into punish windows.

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Playstyle Guide

Playstyle / Team structure

Play guide

Orianna the Lady of Clockwork thrives on controlled chaos in ARAM: Mayhem, where fights erupt quickly but success depends on making enemies walk through the Ball before reaching allied carries. Space control takes priority over damage. Throwing the Ball too far forward without an ally ready to punish wastes the threat window, while keeping it attached permanently surrenders lane control. The Ball should move between the wave, front line, and best engage target. During early game, Orianna positions slightly behind the front line with enough angle to place the Ball through minions while avoiding early Snowballs and crowd control. Standing near side walls requires clear retreat paths. Trading follows a pressure, step back, pressure pattern, forcing enemies to dodge the Ball and creating openings for allied skillshots. Snowball serves as a defensive and setup tool rather than a random dive button. When marked by enemy Snowball, backing up and preparing shield or speed for retreat outperforms panic trading. When an ally lands Snowball and commits, placing the Ball on them before arrival ensures follow-up positioning. Early augment choices should support reliable casting, favoring ability haste, mana, shielding, movement, or safe poke over greedy melee-range damage. Pushing works when the team has stronger early poke or enemies lack engage cooldowns. Stalling is better against hooks, dive, or superior level-six all-in. When ahead, keeping the Ball in lane center forces enemies to choose between minions and health. When behind, stopping fights for every minion and using the Ball to discourage direct approaches enables recovery through waveclear and counter-engage. Mid game positioning requires playing one step behind the fight controller, keeping the Ball close enough to attach quickly to a healthy tank or positioning it between carries and enemy divers. Poke should force decisions by repeatedly cutting off the same lane side, punishing impatience. Missing key Ball movements requires backing up, as Mayhem punishes empty rotations with immediate Snowball or flash engages. Coordinated Snowball use means shielding allies who land marks on priority targets and being ready to ultimate as enemies collapse. Personal Snowball should only be taken when the team can follow instantly. Late game demands respecting death timers. Positioning must allow influence on the first clash without exposure from missed Ball commands. Against assassins or fast divers, keeping the Ball slightly behind the front line enables shield-and-punish responses. Poke becomes purposeful, creating health swings that force enemy carries away from waves or health relics. Snowball transforms into a fight-deciding tool where Ball preparation happens before tank travel, not after. Late augment choices depend on fight outcomes, with damage or execute pressure for barely-surviving enemies and durability or shielding when the team dies before multiple casts. Pushing hard after won fights prevents Mayhem flips from free resets. Stalling when outnumbered or without ultimate keeps structures alive. Ahead, Orianna forces enemies to walk into the Ball to contest waves. Behind, creating one clean reversal through maximum-range waveclear and saving ultimate for committed enemy dives enables comeback potential. Before every late fight, deciding Ball placement on the wave for stall, tank for engage, carry for peel, or lane center for zone control ensures the first real engage happens on Orianna's terms.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Orianna's strategic identity in ARAM: Mayhem centers on ball positioning and tempo control, with distinct patterns for winning and losing states. When ahead, Orianna maximizes pressure by placing the ball forward before fights begin, either on minions, allied engagers, or near enemy escape paths. This forces enemies to choose between losing space or walking into ball threat. The ahead pattern prioritizes shielding engagers early enough that they carry the ball into enemy formation, rather than holding shields until allies are already crowd controlled. Patient ultimate usage protects leads better than flashy plays; Orianna should wait for triggers like unprotected marksmen, stacked enemies around low-health allies, or engagers who have already forced enemy movement tools. Speed and shielding maintain tempo after won trades, denying enemy reset windows and making leads repeatable. When behind, Orianna shifts from multi-target ultimate setups to survival, wave control, and punishing enemy oversteps. The ball stays closer to carries, minion waves, or paths enemy divers must cross, enabling defensive shields, slows, and Shockwave threats that make dives expensive even without winning poke. Wave clear takes priority over damage fishing, since cleared waves force enemies into open ground where ball threat becomes meaningful again. Shockwave serves as a defensive stop sign rather than a highlight play, with single-target ultimates on assassins being correct if they save main damage dealers. Health trades for position require recovery plans: ready shields, pre-placed balls, ally coverage, or unavailable enemy engage. Augment choices adapt to game state and team composition. When ahead with engage, Orianna benefits from ability haste, stronger shielding, and safer casting windows that correct late ball placements. Against long-range poke, durability or sustain augments allow her to maintain threatening positions. When teams lack clean openers, movement or control support outperforms greedy damage. Behind states favor survivability, mobility, and defensive casting value that prevent death before influencing fights, or spell uptime that enables stalling for enemy mistakes. Risk management defines both states. Ahead Orianna must respect flank and Snowball angles, keeping balls near backlines when assassins are missing rather than parking deep for poke. She avoids stacking with carries, positioning diagonally to shield without both falling to the same engage. Fights end in controlled layers—poke and zoning first, shields and speed second, ultimate or peel third—denying comeback opportunities. Behind Orianna avoids contesting lost health packs or forward waves, refuses to follow doomed engages with late balls that drag teams deeper into mistakes, and resets formations after spending defensive tools. The punishable window occurs when the ball sits far away, forcing Orianna to choose between self-preservation and finishing combos. Whether ahead or behind, Orianna wins by making enemies enter bad spaces rather than walking into stronger formations.

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Champion Background

Lore / Identity / Text block

Background copy

Orianna the Lady of Clockwork is a control mage whose entire identity in ARAM: Mayhem revolves around Ball placement. Every ability she has depends on where the Ball currently sits, making Q the most important spell in her kit since it determines positioning for all follow-up. The Ball can rest on the ground, on Orianna herself, or attached to an ally through E, and understanding where it needs to be before a fight starts is the core skill that separates effective Orianna players from those who simply fish for poke. Her passive adds meaningful damage to basic attacks, rewarding players who weave autos between spells during short trades. However, this requires Orianna herself to be in attack range, which creates a significant risk window. Walking forward to auto a fresh diver often gives enemies the engage opportunity they wanted, so passive use should be limited to moments when enemies have already spent their cooldowns or when the frontline is holding space safely. Q serves as the steering wheel for Ball control. In Mayhem's constant skirmishing, it claims lane space, checks enemy movement, and threatens follow-up without committing major cooldowns. The angle of travel matters because the Ball moves from its current position to the target point, so a Ball sitting beside the frontline threatens very different lines than one parked behind. A bad Q does more than miss damage; it misplaces the Ball entirely, giving enemies a window to engage before Shockwave or shield can be positioned correctly. W provides poke payoff and zone control around the Ball's location. It speeds allies and slows enemies, making it valuable around choke points and ongoing melee fights. The spell is expensive in tempo, so wasting it on an empty area leaves Orianna with reduced burst, no slow, and no speed boost for her team to reset the fight. E transforms Orianna from a poke mage into an enabler. Shielding a diver, tank, or Snowball user before they enter the fight sets up delivery combos where R or W can activate when that ally reaches enemies. Defensively, E-W on a carry creates a shield plus movement zone that breaks enemy chases. A wasted E leaves someone unshielded and relocates the Ball to a poor position, potentially putting the ultimate out of range. R is the fight-winning spell that pulls nearby enemies toward the Ball and damages them. It is strongest when enemies are already committed, grouped for a kill, or chasing through a narrow path. Casting it just because enemies are visible often wastes the biggest threat in the kit. Missing R creates the largest punish window Orianna gives, allowing enemies to clump aggressively, dive the backline, or chase through zones without fearing the pull. After a bad Shockwave, the correct response is to play slower, shield first, and use Q-W only to stall until the team can reset.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Orianna punishes sloppy spacing and lazy Ball control harder than most mages in ARAM: Mayhem, where fights start fast and resets happen often. The biggest trap is thinking you can fix a bad Ball position later, when you usually cannot. Every cast should set up the next one, and when you mess up, stabilize first instead of forcing a highlight play. Mechanically, throwing the Ball forward just because enemies are visible removes your shield and threat from your own frontline while stranding the Ball in a low-value spot. Move the Ball with purpose: onto an ally entering the fight, into a choke enemies must cross, or behind their line to force difficult choices. Casting your burst before the Ball reaches the target area wastes your damage zone and gives divers a clean window to attack while your key spells are down. Watch the Ball, not just the enemy champion, and cast when it is actually in the fight, especially when targets are slowed, stunned, body-blocked, or pathing through narrow terrain. Using Shockwave as a panic button on the first enemy who gets close burns your best fight-winning tool on a single low-value target, allowing the enemy team to re-engage once they see it is gone. Save it for grouped enemies, a committed diver, or a guaranteed chain with allied engage. Shielding only yourself out of habit leaves your frontline entering without Ball protection and makes your engage follow-up arrive late. Put the Ball on the champion about to be hit or starting the fight, as a diver or tank carrying the Ball creates pressure even before you press damage buttons. Standing still while controlling the Ball makes you an easy target for hooks, poke, Snowball engages, and flank angles. Move between every cast with short steps sideways or backward. Dropping the Ball in the middle of the enemy team while your own team is too far away lets enemies simply walk around it. Place the Ball where your team can actually punish, not just where enemies stand. Decision mistakes include playing Orianna like a pure poke champion from the back edge, which fails to control the actual engage zone and lets stronger all-in teams walk through you. Use poke to earn space, then hold the Ball where the next fight must happen. Taking every Snowball or forward portal opportunity puts Orianna inside enemy threat range without the durability to survive return damage. Let sturdier allies carry the Ball in while you enable the delivery. Saving Shockwave forever for a perfect multi-target hit loses winnable skirmishes while you wait for an ideal setup. Use it when it wins the current fight: catching carries, peeling a lethal diver, interrupting committed engage, or guaranteeing a kill. Following low-health enemies past the wave while your Ball is behind you loses protection and turns won trades into deaths. Let your range and zoning finish fights safely. Fighting while split from the champion who can best carry the Ball makes your strongest combo awkward and lets enemies track the Ball easily. Identify your best carrier each fight and stay in range to shield them before they commit. Using all spells to clear minions right before both teams are posturing exposes a low-threat window where enemies can engage while your Ball is misplaced. Clear with the minimum needed and keep at least one defensive option ready. The clean Orianna rule is simple: never separate damage from Ball position, and never separate Ball position from team position. If one part is wrong, slow down and fix it before forcing the next play.

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FAQ

Orianna

FAQ

Is Orianna a poke mage or a teamfight mage in ARAM: Mayhem? She is mostly a teamfight control mage, with poke as the setup. If the enemy is standing behind minions or grouped near a choke, move the Ball forward to tax space and force awkward movement. The tradeoff is that every aggressive Ball placement can leave you without instant peel if a diver jumps you. Where should I keep the Ball during neutral fights? Keep it slightly in front of your frontline when both teams are posturing. If your tank is threatening an engage, attach the Ball to them so your follow-up is immediate and harder to dodge. The downside is that a bad carrier can drag your pressure away from the real fight, so be ready to reposition it instead of forcing a doomed combo. When should I use Shockwave? Use Shockwave when it will either start a winning fight, punish multiple enemies clumping, or stop a high-value dive. If only one target is available, it is still worth using when that target is a fed carry or assassin committing forward. The tradeoff is simple: missing it gives the enemy a clear window to walk at your team before your next major threat is ready.

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