ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #5

Brand ARAM Mayhem Build & Best Augments

Brand role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around burst AoE, burst damage. 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 AoE pressure. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Brand Brand the Burning Vengeance Mage
TierT1
Rank#5
Win Rate54.19%
Pick Rate1.21%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

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

+12 Magic Penetration +45 Move Speed

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%.

Win Rate53.41%
Pick Rate17.07%
#2
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

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%.

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

+12 Magic Penetration +45 Move Speed

Win Rate53.93%
Pick Rate7.79%
#3
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.

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

+12 Magic Penetration +45 Move Speed

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%.

Win Rate49.94%
Pick Rate6.96%

Situational itemstop 12

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%.

52.94%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

52.56%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

53.70%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

53.32%
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.

50.90%
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.

50.73%
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%.

51.46%
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.

48.76%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

47.94%
Bloodletter's Curse Bloodletter's Curse Bloodletter's Curse
Total Price
2,900
Price
750

+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.

54.73%
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.

47.72%
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.

51.88%

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.

53.11%
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.

53.11%
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.

53.31%
Fated Ashes Fated Ashes Fated Ashes
Total Price
900
Price
500

+30 Ability Power Inflame Damaging Abilities deal 15 bonus magic damage over 3 seconds. Deals an additional 45 magic damage to monsters.

51.38%
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.

51.38%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
62.17%
Pick Rate
21.41%
Games
7,655

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
PrismaticT162.17%21.41%7,655
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.27%
Pick Rate
7.17%
Games
2,565

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

View augment details
GoldT157.27%7.17%2,565
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
57.15%
Pick Rate
4.63%
Games
1,657

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
GoldT157.15%4.63%1,657
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
56.22%
Pick Rate
16.13%
Games
5,767

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
GoldT156.22%16.13%5,767
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
56.15%
Pick Rate
21.61%
Games
7,727

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
GoldT156.15%21.61%7,727
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.68%
Pick Rate
4.60%
Games
1,645

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
PrismaticT155.68%4.60%1,645
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.61%
Pick Rate
5.58%
Games
1,996

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

View augment details
GoldT155.61%5.58%1,996
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.40%
Pick Rate
11.21%
Games
4,009

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
PrismaticT155.40%11.21%4,009
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
55.16%
Pick Rate
5.45%
Games
1,949

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

View augment details
SilverT155.16%5.45%1,949
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
55.14%
Pick Rate
7.48%
Games
2,675

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT155.14%7.48%2,675
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
54.98%
Pick Rate
22.10%
Games
7,903

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
GoldT154.98%22.10%7,903
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
54.41%
Pick Rate
8.59%
Games
3,073

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

View augment details
SilverT154.41%8.59%3,073
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
54.20%
Pick Rate
4.96%
Games
1,775

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

View augment details
SilverT154.20%4.96%1,775
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
54.05%
Pick Rate
10.35%
Games
3,702

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
SilverT154.05%10.35%3,702
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.95%
Pick Rate
6.12%
Games
2,189

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
GoldT153.95%6.12%2,189
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
53.95%
Pick Rate
5.63%
Games
2,013

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT153.95%5.63%2,013
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
53.80%
Pick Rate
11.85%
Games
4,238

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

View augment details
GoldT153.80%11.85%4,238
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
53.75%
Pick Rate
5.66%
Games
2,024

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
GoldT153.75%5.66%2,024
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
53.44%
Pick Rate
11.02%
Games
3,941

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

View augment details
SilverT153.44%11.02%3,941
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
53.22%
Pick Rate
6.56%
Games
2,347

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
GoldT153.22%6.56%2,347
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
53.06%
Pick Rate
13.79%
Games
4,930

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
GoldT153.06%13.79%4,930
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
53.05%
Pick Rate
6.51%
Games
2,328

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
SilverT153.05%6.51%2,328
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.46%
Pick Rate
9.61%
Games
3,435

Gain ability haste equal to 30% AP .

View augment details
PrismaticT152.46%9.61%3,435
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
52.15%
Pick Rate
4.82%
Games
1,722

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

View augment details
GoldT152.15%4.82%1,722
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.68%
Pick Rate
8.41%
Games
3,007

Grants 18% armor penetration and magic penetration .

View augment details
GoldT151.68%8.41%3,007
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.36%
Pick Rate
12.02%
Games
4,297

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

View augment details
PrismaticT151.36%12.02%4,297
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.20%
Pick Rate
4.90%
Games
1,752

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
GoldT151.20%4.90%1,752
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
51.06%
Pick Rate
8.59%
Games
3,071

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% .

View augment details
SilverT151.06%8.59%3,071
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
50.56%
Pick Rate
6.21%
Games
2,219

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
SilverT150.56%6.21%2,219
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.43%
Pick Rate
4.36%
Games
1,558

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 .

View augment details
PrismaticT147.43%4.36%1,558
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.58%
Pick Rate
2.05%
Games
734

Gain 2 Stat Anvils .

View augment details
SilverT258.58%2.05%734
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
58.57%
Pick Rate
2.50%
Games
893

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
GoldT258.57%2.50%893
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
58.25%
Pick Rate
1.44%
Games
515

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
GoldT258.25%1.44%515
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.98%
Pick Rate
3.28%
Games
1,171

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

View augment details
GoldT257.98%3.28%1,171
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
57.61%
Pick Rate
1.36%
Games
486

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
GoldT257.61%1.36%486
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
56.22%
Pick Rate
3.15%
Games
1,126

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

View augment details
GoldT256.22%3.15%1,126
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
56.17%
Pick Rate
1.68%
Games
600

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
SilverT256.17%1.68%600
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
56.15%
Pick Rate
3.16%
Games
1,131

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT256.15%3.16%1,131
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.82%
Pick Rate
3.77%
Games
1,349

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

View augment details
SilverT255.82%3.77%1,349
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
55.25%
Pick Rate
1.84%
Games
657

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
SilverT255.25%1.84%657
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.56%
Pick Rate
2.60%
Games
931

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

View augment details
SilverT254.56%2.60%931
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
54.40%
Pick Rate
3.69%
Games
1,318

Grants 60 ability haste .

View augment details
GoldT254.40%3.69%1,318
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
54.19%
Pick Rate
3.54%
Games
1,264

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
SilverT254.19%3.54%1,264
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.18%
Pick Rate
2.44%
Games
873

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.18%2.44%873
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
54.13%
Pick Rate
1.59%
Games
569

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

View augment details
GoldT254.13%1.59%569
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
54.04%
Pick Rate
1.87%
Games
668

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

View augment details
GoldT254.04%1.87%668
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.59%
Pick Rate
1.99%
Games
711

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

View augment details
PrismaticT253.59%1.99%711
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.37%
Pick Rate
1.87%
Games
667

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

View augment details
PrismaticT253.37%1.87%667
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
52.68%
Pick Rate
2.29%
Games
820

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

View augment details
SilverT252.68%2.29%820
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
52.58%
Pick Rate
2.16%
Games
774

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

View augment details
GoldT252.58%2.16%774
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
52.58%
Pick Rate
1.52%
Games
542

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
SilverT252.58%1.52%542
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
52.12%
Pick Rate
1.58%
Games
566

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
GoldT252.12%1.58%566
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
52.07%
Pick Rate
3.71%
Games
1,327

【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
SilverT252.07%3.71%1,327
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.21%
Pick Rate
1.50%
Games
535

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

View augment details
SilverT251.21%1.50%535
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
51.13%
Pick Rate
2.61%
Games
933

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

View augment details
GoldT251.13%2.61%933
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.43%
Pick Rate
1.63%
Games
583

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

View augment details
GoldT250.43%1.63%583
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.29%
Pick Rate
1.92%
Games
686

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

View augment details
PrismaticT250.29%1.92%686
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.04%
Pick Rate
1.31%
Games
469

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
GoldT249.04%1.31%469
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.72%
Pick Rate
1.35%
Games
482

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

View augment details
GoldT247.72%1.35%482
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.39%
Pick Rate
1.47%
Games
526

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
PrismaticT246.39%1.47%526
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.11%
Pick Rate
0.63%
Games
225

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
PrismaticT359.11%0.63%225
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.54%
Pick Rate
0.92%
Games
328

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
PrismaticT358.54%0.92%328
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
57.97%
Pick Rate
1.21%
Games
433

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

View augment details
SilverT357.97%1.21%433
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
56.49%
Pick Rate
0.73%
Games
262

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
SilverT356.49%0.73%262
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.80%
Pick Rate
1.16%
Games
414

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
PrismaticT355.80%1.16%414
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
55.05%
Pick Rate
0.86%
Games
307

Gain 15% omnivamp .

View augment details
SilverT355.05%0.86%307
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.25%
Pick Rate
0.69%
Games
247

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
GoldT354.25%0.69%247
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
54.02%
Pick Rate
0.73%
Games
261

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
SilverT354.02%0.73%261
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
53.76%
Pick Rate
0.74%
Games
266

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
SilverT353.76%0.74%266
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
53.55%
Pick Rate
0.95%
Games
338

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

View augment details
SilverT353.55%0.95%338
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.28%
Pick Rate
0.64%
Games
229

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
GoldT353.28%0.64%229
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
52.63%
Pick Rate
0.96%
Games
342

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
GoldT352.63%0.96%342
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
52.26%
Pick Rate
0.56%
Games
199

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

View augment details
SilverT352.26%0.56%199
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.21%
Pick Rate
0.70%
Games
249

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

View augment details
SilverT352.21%0.70%249
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.02%
Pick Rate
1.18%
Games
421

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
GoldT352.02%1.18%421
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.72%
Pick Rate
1.22%
Games
435

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

View augment details
PrismaticT351.72%1.22%435
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
51.72%
Pick Rate
0.81%
Games
290

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

View augment details
GoldT351.72%0.81%290
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.69%
Pick Rate
0.50%
Games
178

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
PrismaticT351.69%0.50%178
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.35%
Pick Rate
0.93%
Games
333

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

View augment details
PrismaticT351.35%0.93%333
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
51.10%
Pick Rate
0.63%
Games
227

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT351.10%0.63%227
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
51.08%
Pick Rate
0.65%
Games
231

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
GoldT351.08%0.65%231
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
51.00%
Pick Rate
1.12%
Games
402

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

View augment details
GoldT351.00%1.12%402
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.20%
Pick Rate
0.71%
Games
255

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT350.20%0.71%255
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
1.26%
Games
450

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
PrismaticT350.00%1.26%450
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.75%
Pick Rate
0.55%
Games
197

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
PrismaticT349.75%0.55%197
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
49.22%
Pick Rate
0.72%
Games
256

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

View augment details
SilverT349.22%0.72%256
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
49.17%
Pick Rate
1.18%
Games
423

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

View augment details
SilverT349.17%1.18%423
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.66%
Pick Rate
1.14%
Games
409

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
PrismaticT348.66%1.14%409
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
48.46%
Pick Rate
1.27%
Games
454

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

View augment details
GoldT348.46%1.27%454
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.40%
Pick Rate
0.61%
Games
219

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
PrismaticT348.40%0.61%219
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.28%
Pick Rate
1.22%
Games
435

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT348.28%1.22%435
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
46.52%
Pick Rate
0.64%
Games
230

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
SilverT346.52%0.64%230
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
45.80%
Pick Rate
0.80%
Games
286

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

View augment details
GoldT345.80%0.80%286
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
44.02%
Pick Rate
1.03%
Games
368

Grants 50% critical strike chance .

View augment details
GoldT344.02%1.03%368
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
63.38%
Pick Rate
0.20%
Games
71

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
PrismaticT463.38%0.20%71
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
60.26%
Pick Rate
0.22%
Games
78

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

View augment details
SilverT460.26%0.22%78
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
59.32%
Pick Rate
0.17%
Games
59

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

View augment details
GoldT459.32%0.17%59
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.33%
Pick Rate
0.20%
Games
72

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

View augment details
PrismaticT458.33%0.20%72
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.25%
Pick Rate
0.49%
Games
176

Grants 3 random Dragon Souls .

View augment details
PrismaticT456.25%0.49%176
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.79%
Pick Rate
0.27%
Games
95

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
PrismaticT455.79%0.27%95
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
55.68%
Pick Rate
0.25%
Games
88

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT455.68%0.25%88
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
55.62%
Pick Rate
0.47%
Games
169

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
GoldT455.62%0.47%169
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.56%
Pick Rate
0.30%
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
PrismaticT455.56%0.30%108
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
55.37%
Pick Rate
0.50%
Games
177

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

View augment details
GoldT455.37%0.50%177
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
54.93%
Pick Rate
0.20%
Games
71

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
GoldT454.93%0.20%71
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.63%
Pick Rate
0.30%
Games
108

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
PrismaticT454.63%0.30%108
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.78%
Pick Rate
0.30%
Games
108

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

View augment details
PrismaticT452.78%0.30%108
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
52.63%
Pick Rate
0.37%
Games
133

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
SilverT452.63%0.37%133
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
52.05%
Pick Rate
0.20%
Games
73

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
GoldT452.05%0.20%73
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
52.00%
Pick Rate
0.21%
Games
75

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

View augment details
SilverT452.00%0.21%75
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
51.80%
Pick Rate
0.39%
Games
139

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
GoldT451.80%0.39%139
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
51.72%
Pick Rate
0.32%
Games
116

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

View augment details
GoldT451.72%0.32%116
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
50.91%
Pick Rate
0.31%
Games
110

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT450.91%0.31%110
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.81%
Pick Rate
0.35%
Games
124

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

View augment details
PrismaticT450.81%0.35%124
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
50.79%
Pick Rate
0.35%
Games
126

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
GoldT450.79%0.35%126
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.79%
Pick Rate
0.18%
Games
63

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
PrismaticT450.79%0.18%63
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.17%
Games
60

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
PrismaticT450.00%0.17%60
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.17%
Games
60

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
PrismaticT450.00%0.17%60
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.39%
Pick Rate
0.46%
Games
164

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
SilverT449.39%0.46%164
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.33%
Pick Rate
0.21%
Games
75

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
SilverT449.33%0.21%75
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.55%
Pick Rate
0.39%
Games
138

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

View augment details
PrismaticT448.55%0.39%138
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
48.21%
Pick Rate
0.31%
Games
112

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

View augment details
GoldT448.21%0.31%112
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.15%
Pick Rate
0.23%
Games
81

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
GoldT448.15%0.23%81
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
47.37%
Pick Rate
0.21%
Games
76

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
SilverT447.37%0.21%76
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
47.13%
Pick Rate
0.24%
Games
87

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
SilverT447.13%0.24%87
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
46.58%
Pick Rate
0.20%
Games
73

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT446.58%0.20%73
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.86%
Pick Rate
0.30%
Games
107

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

View augment details
PrismaticT444.86%0.30%107
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.06%
Pick Rate
0.40%
Games
143

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

View augment details
PrismaticT444.06%0.40%143
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.86%
Pick Rate
0.32%
Games
114

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
PrismaticT443.86%0.32%114
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.36%
Pick Rate
0.20%
Games
73

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT438.36%0.20%73
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.85%
Pick Rate
0.15%
Games
54

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

View augment details
SilverT551.85%0.15%54
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.43%
Pick Rate
0.16%
Games
56

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

View augment details
PrismaticT546.43%0.16%56

Brand Skill Combos

Extracted from the skill order guide

Skill Order
WEQ

Stay on W > E > Q when your augments reward repeated spell hits, wide-area damage, long fights, or anything that makes grouped enemies melt faster.

WQE

Switch to W > Q > E when your augments and team comp turn Brand into a pick-heavy burst mage.

EWQ

Consider E > W > Q only when the game is forcing you into shorter, scrappier fights and you need safer, more reliable close-range control.

Brand Counters

Counters and threats extracted from the matchup guide

Counters

Counters

10

Brand counters these champions in ARAM: Mayhem.

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

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

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

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

Maokai Maokai Maokai T2
Tier
T2
Rank
#50
Win Rate
51.87%
Pick Rate
0.71%

Maokai is a durable engage tank and zone-control pick who wins fights by making the enemy walk through bad terrain. He is easy to understand: throw saplings into bushes or choke points, punish anyone who steps too close, then start fights with reliable crowd control when your team is ready to follow. In ARAM: Mayhem, Maokai’s value comes from how messy and fast fights become. The single lane gives him natural choke points, and augments can push him toward harder frontline play, more annoying poke control, or stronger teamfight disruption. He is best when he plays patiently before the fight, controls space first, then commits once an enemy is trapped or separated. If he dives too early without follow-up, he can get burned down; if he waits for the right angle, he turns chaotic brawls into very simple catches. View champion guide

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

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

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

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Read counter details

Brand Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Team functions Brand needs most

Reliable first engage: Brand can follow a fight much better than he can force one from neutral. A tank or hard crowd control champion gives him a real target and stops enemies from simply sidestepping his damage.

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

Premium Wombo Setup.

Amumu pins multiple targets in a tight area, which gives Brand the easiest possible window to land his full area damage and spread burn through the enemy team. Brand is strongest when enemies are grouped and already controlled, and Amumu creates that exact fight shape.

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

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

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Point-and-click Style Pick Pressure.

These tanks give Brand a stable target. Their lockdown makes his skillshots easier to confirm, and their body presence discourages assassins from walking straight at him. They also start fights from fog or brush, which is valuable because Brand punishes enemies hardest when they have less room to pre-spread.

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

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

Layered Area Control And Follow-up Damage.

Control mages and teamfight enchanter-mages help Brand turn a narrow lane into a trap. Their zoning tools make enemies path predictably, and their crowd control gives Brand extra time to land his burn spread. They also add wave control, which matters because Brand prefers fighting enemies in the wave or just behind it.

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

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

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

Forced Clumps For Maximum Burn Value.

These champions do not just catch one target; they force the enemy team into a messy, compressed fight. Brand thrives there because his damage punishes players who stand near each other, especially when they are trying to peel, dash, or escape through the same small space.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

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

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

Anti-dive Support For Free Casting.

Brand is dangerous when he gets multiple casts in a fight, but he is punishable if assassins or bruisers reach him before his damage spreads. Peel supports buy him that second spell rotation. They also let him play farther forward to threaten stuns without instantly dying to the first engage.

Brand ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityBrand is a poke mage who wins by softening enemies before objectives and waiting for teammates to engage, standing far back and fishing for slow poke.Brand becomes a fight-starter and chaos punisher who must actively make dives expensive, burning paths enemies must take rather than fishing from maximum range.Shift from passive poke to active fight control and punish enemy commitments.
Skill UsageRewards repeated long-range harassment and saving ultimate for five enemies standing close together in clumps.Rewards casts that punish commitments on choke points, retreat lines, and dive paths. Ultimate works best when enemies are trapped by their own engage.Aim for forced movement locations, not pretty max-range casts on stationary targets.
PositioningBrand can stay at maximum range, chipping away safely and resetting spacing while waiting for enemy mistakes.Being slightly behind your frontline is better than max range, letting you reach both enemy engage and backline collapse. Too far back means arriving late.Stay close enough to punish, far enough to live; move with your frontline.
Tempo and TimingBrand has time to chip, reset spacing, and wait for better angles or enemy mistakes before committing damage.Decisions are compressed; hesitation ends fights before your damage matters. Cast early to shape fights, but hold punish tools when dive threats are waiting.Play faster and commit early; Mayhem punishes slow habits and empty cooldown windows.
Snowball UseSnowball can let Brand surprise people and set up close-range damage as an engage tool.Blind Snowball engages are risky due to enemy augments. Use for follow-up on controlled targets or as a repositioning threat without always recasting.Treat Snowball as calculated follow-up, not default engage into five healthy enemies.
Augment StrategyBrand builds for damage-over-time, magic penetration, and area pressure without augment considerations.Pick augments solving real problems: reaching fast targets, surviving dives, or extending burn. Defensive options win more than damage if team lacks peel.Build for survival and fight uptime; track enemy augment cooldowns before committing.

Champion Analysis

Role / Current performance

Overview

Brand the Burning Vengeance is a ranged mage defined by devastating AoE burst damage, widely recognized as one of the strongest champions in Hextech Mayhem. His identity centers on pure area damage, with his passive Blaze forming the foundation of his extraordinary output. Every ability hit applies a Blaze stack on enemies, and when three stacks accumulate, they detonate for percentage maximum health magic damage. This passive is especially terrifying in Hextech Mayhem’s confined terrain, where his AoE abilities easily hit multiple champions simultaneously, triggering several passive detonations in a single exchange. Brand’s Q ability, Sear, functions as his primary crowd control tool, stunning any target already affected by Blaze. This makes combo sequencing critical: landing any Blaze-applying ability before Sear turns it into a reliable stun. His W, Pillar of Flame, is his core AoE spell, dealing massive magic damage across a wide area and consistently striking multiple enemies in every team fight. The E ability, Conflagration, spreads to nearby enemies, enabling rapid passive stacking. Brand’s ultimate, Pyroclasm, launches a fireball that bounces between enemies, each bounce delivering damage. In Hextech Mayhem’s dense team fights, this ability can produce absolutely devastating AoE damage, often turning the tide when enemies cluster. Positioning is vital: Brand thrives in the backline, using the mode’s narrow spaces to maximize his spells’ reach and splash potential. He is vulnerable to dive and burst assassins, so he must rely on his stun and careful spacing to survive. His damage pattern is burst-oriented, not sustained; he shines when he can unload a full combo on grouped opponents and then let his passive finish the job. Practical strategic value lies in his ability to zone enemies, punish clumped positioning, and single-handedly carry games once his passive timing is mastered. Brand’s reputation as a top-tier Hextech Mayhem pick is well-earned, and consistent success demands disciplined ability rotation, Blaze tracking, and awareness of when to commit versus retreat in the chaotic frontline.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Brand wins ARAM: Mayhem by making the enemy team stand in bad places. He is not a clean single-target mage and not a frontliner. His best fights start when enemies are packed near the wave, a choke, a relic area, or their own turret. If the enemy spreads well, slow down and use the minion wave to force them back together before spending the full combo. Start fights from minion pressure, not from open space. Push the wave until the enemy has to walk up, then throw spells where they must stand to last-hit, clear, or protect their turret. Brand is much scarier when the enemy is choosing between eating poke and losing lane space. Look for the second target, not only the first. If one enemy steps forward alone, hit them if it is free, but save the bigger damage pattern for the moment their teammate walks in to help. Brand punishes clumps harder than isolated tanks. Use allied crowd control as the real engage button. When a teammate lands a root, knockup, hook, charm, or slow, immediately layer damage on that spot. Do not wait to confirm too long because Mayhem fights close windows fast due to shields, dashes, and augments. Do not open with the most important control tool unless the target is already pressured. Poke first, make them dodge, then use control when their path is predictable. Brand is excellent when enemies dive in a line. If assassins, bruisers, or Snowball users commit through the front, step back and cast into the path they must travel. Hold one spell for the diver even when the enemy backline looks tempting. When a carry is engaged on, hit the diver first. Brand damage spreads naturally in messy fights, but the immediate job is to make the diver regret staying. Back up while casting instead of standing still to finish a combo. Kite toward turret or support and force the diver to overextend for the final hit. The escape plan starts before the fight. Stand slightly behind the frontline and off the exact center of the lane to avoid hooks and Snowballs. Do not panic-cast all spells while running; place damage where the enemy is going, not where they were. Use brush as a reset point to break targeting, then cast as they face-check. If marked by Snowball, move toward the team before it is reactivated to pull the incoming champion into allied damage. Fight around the width of the lane. Stand a little to one side so the team is not stacked in a straight line, and avoid standing directly behind the tank when poke is flying. Use walls and turret edges to compress enemies; cast at the exit path instead of the current position. Do not chase too deep after a good burn spread. Stop at the next choke, clear the wave, and force the enemy to walk.

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Playstyle Guide

Playstyle / Team structure

Play guide

Brand the Burning Vengeance approaches ARAM: Mayhem fights in three distinct power windows. During levels 1-6, position slightly behind your front line and off-center, not inside the minion wave. Punish enemies during their last-hit and wave-clear animations, especially when they group on caster minions, but conserve cooldowns to punish dives. Early Snowball is a threat tool, not a dash button; taking it into five enemies before level 6 usually throws unless your team can follow. Augments should support your actual role—damage, ability haste, range, mana, or defensive safety—and do not pretend an offensive augment makes you a tank. Push when your team has stronger poke or needs brush control; stall when the enemy has better all-in and your frontline is weak. When ahead, step forward after chunking multiple enemies to force pressure without diving; when behind, shift into wave-clear mode, stand back, and preserve health to reach level 6 as a turning point. From levels 7-11, Brand enters his most explosive stage if teams are grouped tightly. Position behind your most reliable frontliner, angled toward the lane side so spells reach carries hiding behind tanks, and never enter a narrow choke first unless enemy engage is confirmed down. Trade on two patterns: enemies stacked on minions for poke and wave control, or enemies walking forward after a teammate is tagged for counter-engage. Act as a fight breaker, dropping area damage into clumps when the enemy commits. Mid-game Snowball use remains strict: only dash when the landing spot is already winning, such as following a tank onto a burned carry or finishing a target after peel is spent. Augments sharpen your teamfight identity—range and poke support keep enemies low before engages, burst and burn augments wait for crowd control chains, and defensive augments let you bait but not face-check. Push after a won trade, kill, or when enemy wave-clear retreats; stall when frontline is dead or a carry is low, using spells to slow the wave. When ahead, hold lane center and punish bad spacing without chasing low-health champions past the wave; when behind, stop fishing for miracle kills and play around enemy overcommits, casting when they group to hit turret or dive. Beyond level 12, Brand wins through discipline. Position where your first spell can hit the fight while keeping your body off the easiest targeting line, using frontline, minions, and turret remains as spacing tools. Late trades focus on forcing bad engages: cast when enemies are locked in animations, clumped on wave-clear, or moving through narrow space. Snowball becomes a finisher or emergency reposition, not a standard engage; dashing into a full-health grouped enemy removes your backline damage, so hold it until after the first clash or use it to secure a caught kill. Augments match the fight shape—offensive choices reward patience until clumps form, range or haste reward constant spacing, defensive choices reward baiting then retreating through your team. Push when you win the health war or score a kill; stall when your team lacks health, summoners, or frontline. When ahead, close by denying clean engages, keeping waves moving, and layering damage where the enemy has committed. When behind, play for one impatient fight: stay near carries, clear waves from maximum safe range, hold damage for clustered dives, and punish champions hitting the structure. After every late fight, push with multiple enemies dead or too low, reset after a costly win, or stall after an even trade. Brand’s playstyle demands casting from safe space, punishing clumps, never taking a lonely Snowball, and making the enemy pay every time they fight in a group.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Brand the Burning Vengeance becomes dangerous when he controls space rather than chasing highlight plays. When ahead, his primary strength is forcing enemies to pay health for every step of ground, so he plays behind the frontline, casting into minion waves, chokes, or clumped backlines only when the enemy must choose between eating damage or giving up position. The key ahead triggers are enemies grouped behind their wave or under pressure, a teammate initiating cleanly so Brand can follow with burst, and low enemy carries forced to retreat through burning zones rather than chased past the frontline. Augments that extend burn or add range reward patient repeated spell contact rather than risky all-ins, while defensive augments should be saved for counter-engage, not spent on poke. Avoiding throws from a lead means never face-checking fog, not stacking with other carries against multi-target engage, not chasing through the lane without frontline, and saving stun threat for the actual diver or assassin rather than wasting it on a low-value tank. When behind, Brand shifts from winning the fight with one combo to slowing the enemy push and making engages cost too much. He operates from maximum safe range, aiming spells where minions and champions overlap to defend without choosing between farm and poke. If the frontline is too weak to hold space, he kites diagonally to force enemies to choose between chasing through burn or switching targets. The comeback window arrives when the enemy team groups tightly to end—Brand lets them overcommit, then casts into the cluster after their first engage tools are used. Behind, survivability or defensive augments become anti-dive tools, range augments enable safe spacing, repeated-hit augments soften the whole team over time, and ultimate augments are held for committed fights, not poke. Avoiding unrecoverable fights means not starting from a health deficit unless the enemy is clumped, not defending lane space worth his life when the enemy controls the center, not panic-casting every spell at the first tank, not stacking with low-health allies, and not using Snowball into five enemies while behind. The core pattern is patience into punishment: ahead, every step forward burns; behind, the enemy’s final step costs more than they expected.

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Champion Background

Lore / Identity / Text block

Background copy

Brand the Burning Vengeance’s power in ARAM: Mayhem rests entirely on his passive, Blaze. Every ability applies Blaze, and stacking it on the same enemy triggers a burst of area damage. Because Mayhem fights are dense and reset quickly, this turns Brand from a standard poke mage into a chain-reaction threat. His Q becomes a single-target stun only when the target is already burning, making it his most important control tool. W, his area spell, appears after a short delay and punishes enemies who must stand in predictable locations such as under their wave, around a trapped teammate, or near relic fights. E is the easiest way to apply Blaze because it is targeted, and when cast on an already-burning enemy it spreads the effect to nearby allies. R bounces between close enemies, making it devastating in narrow lanes or when the enemy team is clustered. Brand’s strongest patterns come from layering these abilities: applying Blaze first, then using Q for a stun, W for guaranteed area damage, and R while enemies are still tied together. In early fights, Brand should land one safe spell and watch the enemy reaction—if they back off, he gains space; if they walk forward while burning, they offer a stun or second spell toward detonation. During teamfights, Brand thinks in layers. He applies Blaze to the easiest target, then uses the next spell to stun, spread, or finish the passive cycle. It is often correct to hit a tank if that tank is standing in the middle of everyone. Enemies counter Brand by spacing out, baiting one spell, and re-engaging while he is missing key follow-up. Shields, untargetability, and quick disengage all reduce the value of his passive chain. Wasting any ability opens a punish window. Missing Q means Brand cannot stun a burning target, and enemies can dive or force a trade. Missing W removes his biggest zone threat, allowing the enemy to step forward and clear space. Using E on a low-value isolated target fizzles the passive chain and removes his easiest defensive setup. A bad ultimate throw—such as casting it on an isolated low-health enemy—loses his highest-impact fight button and lets enemies group aggressively. Brand is much easier to punish after he has burned W and E without forcing a stun, detonation, or retreat. He must play around complete spell rotations rather than random single casts, using W zones and E-Q threat to rebuild control when his ultimate is not available.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Brand punishes messy fights, but he also gets punished hard for messy inputs. The biggest trap is thinking every glowing clump is a free full combo. Brand wins when he keeps burn pressure rolling, saves his crowd control for a real target, and casts from a place where enemies must walk through damage to reach him. If the first layer of an ability misses, do not panic-cast the rest. Reset the angle, protect yourself, and make the next spell count. A common mechanical mistake is throwing Q first at a healthy target with no setup. The projectile is easy to dodge, the stun threat disappears, and the enemy frontline can walk forward uncontested. Apply burn with another spell or item first, then use Q when the target is already committed to a direction. If the miss happens, back up immediately and use remaining spells to zone space, not force a bad duel. Dropping W where the enemy is standing instead of where they must move lets good players sidestep it and kills area pressure. Aim W at the retreat path, choke point, or behind a slowed target so enemies choose between eating damage or giving ground. Casting E on the closest unit without checking what it can spread to wastes one of Brand’s easiest multi-target tools. Look for minions, summoned units, or clustered champions before pressing E; hold it if enemies are spread. Using R on a single isolated target collapses its bounce value and turns a teamfight threat into minor poke. Cast ultimate when enemies are near each other, trapped in a corridor, or around units that keep the bounce pattern alive. Buffering a full combo into a target about to dash or become untargetable causes multiple spells to miss. Make mobile champions spend movement first, then commit Q or W after they dash to a predictable landing spot. Standing still after casting leaves Brand vulnerable to hooks and engages; move diagonally after every spell. Ignoring minion positioning allows skillshots to be blocked; clear or thin the wave with purpose before throwing Q through open lanes. Trying to finish kills with basic attacks when enemies can still turn walks Brand into engage range; trust delayed damage if the target is already burning and low. Decision mistakes include playing Brand like a primary engager. Let tanks or bruisers start the commitment and punish the pileup, not be the reason it starts on top of him. Conversely, holding every spell for the perfect five-man moment loses lane pressure and the value of constant burn threat. Use safe poke to keep enemies low but keep one key answer available when divers are missing from vision. Spending all cooldowns on the enemy tank because they are closest leaves the backline untouched; angle spells so burn pressure threatens the champions behind the frontline. Taking every Snowball or portal follow-up just because ultimate is ready lands Brand in melee range with no escape. Follow only if the landing spot has allied bodies, enemy mobility is spent, and the combo can hit multiple targets. Building or augmenting for greed when the enemy team has heavy dive yields damage that never survives to cycle spells; choose damage options that can actually be delivered and value defensive or peel-supporting choices against assassins and hard engage. Fighting in wide open space when the team wants choke control lets enemies spread out and reduces area damage. Pull fights toward narrow lanes, minion waves, or terrain where opponents must bunch up.

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FAQ

Brand

FAQ

Is Brand a good pick in ARAM: Mayhem? Yes, Brand is strong when fights stay grouped and enemies are forced through narrow space. Pick him when your team can start fights or hold people in his spell zones, because his damage gets much better when opponents cannot spread out. The tradeoff is that he is fragile, so if the enemy has long-range poke or fast dive, you must play slower and save crowd control for defense. What is Brand’s main job in a Mayhem fight? Your job is to punish clumps with repeated area damage, not to chase one target forever. When enemies walk up together, tag them, spread your damage, and make them choose between retreating or taking another spell. The tradeoff is that tunnel vision on a low-health target can pull you into engage range and waste your best damage window. Should I play Brand aggressively early? Play aggressively only when your frontline or crowd control can cover you. If enemies are stuck clearing waves or stepping around allied threats, move up, cast from max safe range, and back off before they answer. If you walk up first with no pressure behind you, assassins and hard engage champions get a clean punish window.

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