ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #119

Cassiopeia ARAM Mayhem Build & Best Augments

Cassiopeia role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around sustained DPS. 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. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Cassiopeia Cassiopeia the Serpent's Embrace Fighter / Mage
TierT3
Rank#119
Win Rate49.21%
Pick Rate0.38%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate45.22%
Pick Rate16.69%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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 Rate43.73%
Pick Rate14.27%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

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

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

+12 Magic Penetration +45 Move Speed

Win Rate49.57%
Pick Rate11.13%

Situational itemstop 12

Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

45.41%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

45.43%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

44.96%
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%.

45.76%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

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

47.09%
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.

44.74%
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%.

42.52%
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%.

39.59%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

43.48%
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.

36.76%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

44.76%
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.

51.92%

Starting items

Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

43.73%
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.

43.73%
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.

43.73%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

44.63%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

45.19%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

45.19%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate46.25%
Pick Rate13.55%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

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

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

+12 Magic Penetration +45 Move Speed

Win Rate46.58%
Pick Rate8.68%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

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

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 Rate46.13%
Pick Rate6.07%

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%.

46.17%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

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

46.67%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

46.27%
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.

46.60%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

45.84%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

45.38%
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%.

47.43%
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.

45.91%
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.

45.08%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

44.12%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

47.73%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.59%

Starting items

Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

45.87%
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.

45.87%
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.

45.87%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

46.60%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

45.39%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

45.39%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
53.21%
Pick Rate
8.82%
Games
951

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT153.21%8.82%951
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.96%
Pick Rate
5.80%
Games
625

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
SilverT152.96%5.80%625
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.78%
Pick Rate
13.16%
Games
1,419

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
PrismaticT152.78%13.16%1,419
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.61%
Pick Rate
6.92%
Games
746

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
PrismaticT151.61%6.92%746
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
51.56%
Pick Rate
16.37%
Games
1,765

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
GoldT151.56%16.37%1,765
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.63%
Pick Rate
10.26%
Games
1,106

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

View augment details
PrismaticT150.63%10.26%1,106
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.58%
Pick Rate
14.48%
Games
1,562

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

View augment details
GoldT150.58%14.48%1,562
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.28%
Pick Rate
6.57%
Games
708

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

View augment details
GoldT150.28%6.57%708
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.64%
Pick Rate
7.83%
Games
844

Gain ability haste equal to 30% AP .

View augment details
PrismaticT149.64%7.83%844
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
49.52%
Pick Rate
5.82%
Games
628

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
SilverT149.52%5.82%628
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.29%
Pick Rate
5.87%
Games
633

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
GoldT149.29%5.87%633
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.02%
Pick Rate
16.57%
Games
1,787

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

View augment details
GoldT149.02%16.57%1,787
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
48.64%
Pick Rate
4.78%
Games
516

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT148.64%4.78%516
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
48.60%
Pick Rate
7.61%
Games
821

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

View augment details
SilverT148.60%7.61%821
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.26%
Pick Rate
9.84%
Games
1,061

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
GoldT148.26%9.84%1,061
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.22%
Pick Rate
19.48%
Games
2,101

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
GoldT148.22%19.48%2,101
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
47.91%
Pick Rate
5.54%
Games
597

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
SilverT147.91%5.54%597
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
46.94%
Pick Rate
9.40%
Games
1,014

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

View augment details
SilverT146.94%9.40%1,014
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
46.77%
Pick Rate
9.04%
Games
975

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

View augment details
SilverT146.77%9.04%975
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
45.67%
Pick Rate
9.42%
Games
1,016

Grants 18% armor penetration and magic penetration .

View augment details
GoldT145.67%9.42%1,016
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.12%
Pick Rate
4.75%
Games
512

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
PrismaticT145.12%4.75%512
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
44.69%
Pick Rate
12.66%
Games
1,365

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

View augment details
GoldT144.69%12.66%1,365
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
44.66%
Pick Rate
6.60%
Games
712

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
SilverT144.66%6.60%712
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
44.38%
Pick Rate
6.35%
Games
685

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
GoldT144.38%6.35%685
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.94%
Pick Rate
12.79%
Games
1,379

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
PrismaticT143.94%12.79%1,379
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.61%
Pick Rate
1.80%
Games
194

Gain 2 Stat Anvils .

View augment details
SilverT253.61%1.80%194
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
53.17%
Pick Rate
2.63%
Games
284

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

View augment details
GoldT253.17%2.63%284
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
51.95%
Pick Rate
3.57%
Games
385

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

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SilverT251.95%3.57%385
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.67%
Pick Rate
2.23%
Games
240

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

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SilverT251.67%2.23%240
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.29%
Pick Rate
2.15%
Games
232

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

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PrismaticT251.29%2.15%232
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
51.12%
Pick Rate
2.90%
Games
313

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

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GoldT251.12%2.90%313
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.31%
Pick Rate
3.02%
Games
326

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

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SilverT250.31%3.02%326
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
50.30%
Pick Rate
3.08%
Games
332

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

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SilverT250.30%3.08%332
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.26%
Pick Rate
3.60%
Games
388

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

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GoldT250.26%3.60%388
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.52%
Pick Rate
2.90%
Games
313

Grants 60 ability haste .

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GoldT249.52%2.90%313
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.99%
Pick Rate
4.13%
Games
445

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT248.99%4.13%445
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.18%
Pick Rate
3.56%
Games
384

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

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GoldT248.18%3.56%384
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
48.03%
Pick Rate
2.59%
Games
279

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

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GoldT248.03%2.59%279
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.86%
Pick Rate
2.38%
Games
257

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

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GoldT247.86%2.38%257
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
47.39%
Pick Rate
1.96%
Games
211

Gain 1750 upon acquiring this augment.

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GoldT247.39%1.96%211
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
47.20%
Pick Rate
2.32%
Games
250

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

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GoldT247.20%2.32%250
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
46.35%
Pick Rate
1.78%
Games
192

Grants bonus movement speed equal to 70% ability haste .

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GoldT246.35%1.78%192
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.24%
Pick Rate
4.19%
Games
452

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 .

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GoldT246.24%4.19%452
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
45.78%
Pick Rate
3.63%
Games
391

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).

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SilverT245.78%3.63%391
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
45.60%
Pick Rate
2.95%
Games
318

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

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GoldT245.60%2.95%318
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.43%
Pick Rate
3.14%
Games
339

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 ).

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PrismaticT245.43%3.14%339
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
45.01%
Pick Rate
4.37%
Games
471

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

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GoldT245.01%4.37%471
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
42.92%
Pick Rate
2.23%
Games
240

【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。

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SilverT242.92%2.23%240
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
42.91%
Pick Rate
2.42%
Games
261

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

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GoldT242.91%2.42%261
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
42.05%
Pick Rate
2.45%
Games
264

Gain 15% omnivamp .

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SilverT242.05%2.45%264
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.93%
Pick Rate
2.99%
Games
322

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 .

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PrismaticT241.93%2.99%322
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
41.16%
Pick Rate
2.88%
Games
311

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
GoldT241.16%2.88%311
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
37.63%
Pick Rate
1.72%
Games
186

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

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GoldT237.63%1.72%186
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.77%
Pick Rate
1.06%
Games
114

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
PrismaticT358.77%1.06%114
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
55.68%
Pick Rate
0.82%
Games
88

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

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GoldT355.68%0.82%88
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.65%
Pick Rate
1.15%
Games
124

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

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PrismaticT355.65%1.15%124
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.84%
Pick Rate
1.15%
Games
124

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

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SilverT354.84%1.15%124
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.72%
Pick Rate
1.47%
Games
159

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

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PrismaticT354.72%1.47%159
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
53.98%
Pick Rate
1.05%
Games
113

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).

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GoldT353.98%1.05%113
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.61%
Pick Rate
0.90%
Games
97

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).

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PrismaticT353.61%0.90%97
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
51.69%
Pick Rate
1.09%
Games
118

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

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GoldT351.69%1.09%118
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.69%
Pick Rate
1.09%
Games
118

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

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GoldT351.69%1.09%118
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.57%
Pick Rate
0.81%
Games
87

Grants 20% heal and shield power .

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SilverT350.57%0.81%87
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
1.50%
Games
162

Gain 50 bonus movement speed and 40% slow resist .

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SilverT350.00%1.50%162
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
49.66%
Pick Rate
1.38%
Games
149

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

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SilverT349.66%1.38%149
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
49.43%
Pick Rate
0.81%
Games
87

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

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SilverT349.43%0.81%87
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.07%
Pick Rate
1.00%
Games
108

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

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SilverT349.07%1.00%108
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.25%
Pick Rate
1.33%
Games
143

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

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GoldT348.25%1.33%143
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.17%
Pick Rate
1.52%
Games
164

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 .

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GoldT348.17%1.52%164
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.03%
Pick Rate
1.18%
Games
127

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

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PrismaticT348.03%1.18%127
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
47.96%
Pick Rate
0.91%
Games
98

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.

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GoldT347.96%0.91%98
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
47.95%
Pick Rate
1.35%
Games
146

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.

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SilverT347.95%1.35%146
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.67%
Pick Rate
0.80%
Games
86

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

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PrismaticT347.67%0.80%86
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.62%
Pick Rate
1.23%
Games
133

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

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PrismaticT346.62%1.23%133
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
46.46%
Pick Rate
0.92%
Games
99

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).

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GoldT346.46%0.92%99
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.32%
Pick Rate
1.26%
Games
136

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

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SilverT346.32%1.26%136
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.02%
Pick Rate
1.05%
Games
113

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
GoldT346.02%1.05%113
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
45.95%
Pick Rate
1.37%
Games
148

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
GoldT345.95%1.37%148
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
45.00%
Pick Rate
0.74%
Games
80

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

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SilverT345.00%0.74%80
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.27%
Pick Rate
1.21%
Games
131

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

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PrismaticT344.27%1.21%131
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.51%
Pick Rate
1.43%
Games
154

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
PrismaticT343.51%1.43%154
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
42.86%
Pick Rate
1.17%
Games
126

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
GoldT342.86%1.17%126
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
42.42%
Pick Rate
1.22%
Games
132

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

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GoldT342.42%1.22%132
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
42.22%
Pick Rate
1.25%
Games
135

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

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SilverT342.22%1.25%135
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
42.11%
Pick Rate
1.06%
Games
114

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

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SilverT342.11%1.06%114
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
41.67%
Pick Rate
1.34%
Games
144

Grants 50% critical strike chance .

View augment details
GoldT341.67%1.34%144
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
41.14%
Pick Rate
1.47%
Games
158

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

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GoldT341.14%1.47%158
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
39.75%
Pick Rate
1.49%
Games
161

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
SilverT339.75%1.49%161
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
39.73%
Pick Rate
1.35%
Games
146

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

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GoldT339.73%1.35%146
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
39.58%
Pick Rate
0.89%
Games
96

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

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GoldT339.58%0.89%96
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
38.68%
Pick Rate
0.98%
Games
106

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

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SilverT338.68%0.98%106
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
35.96%
Pick Rate
0.83%
Games
89

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

View augment details
GoldT335.96%0.83%89
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
61.19%
Pick Rate
0.62%
Games
67

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
PrismaticT461.19%0.62%67
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.66%
Pick Rate
0.57%
Games
61

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT460.66%0.57%61
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.92%
Pick Rate
0.48%
Games
52

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
PrismaticT451.92%0.48%52
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.47%
Pick Rate
0.63%
Games
68

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
GoldT451.47%0.63%68
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
49.35%
Pick Rate
0.71%
Games
77

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT449.35%0.71%77
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
48.53%
Pick Rate
0.63%
Games
68

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

View augment details
SilverT448.53%0.63%68
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
48.28%
Pick Rate
0.54%
Games
58

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

View augment details
SilverT448.28%0.54%58
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.05%
Pick Rate
0.71%
Games
77

Grants 3 random Dragon Souls .

View augment details
PrismaticT448.05%0.71%77
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
47.62%
Pick Rate
0.58%
Games
63

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
GoldT447.62%0.58%63
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
47.14%
Pick Rate
0.65%
Games
70

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
SilverT447.14%0.65%70
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
46.15%
Pick Rate
0.48%
Games
52

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
GoldT446.15%0.48%52
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.05%
Pick Rate
0.70%
Games
76

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
PrismaticT446.05%0.70%76
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.44%
Pick Rate
0.58%
Games
63

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
PrismaticT444.44%0.58%63
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.23%
Pick Rate
0.48%
Games
52

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
PrismaticT444.23%0.48%52
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.23%
Pick Rate
0.48%
Games
52

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
PrismaticT444.23%0.48%52
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
43.40%
Pick Rate
0.49%
Games
53

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
GoldT443.40%0.49%53
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.62%
Pick Rate
0.57%
Games
61

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

View augment details
PrismaticT442.62%0.57%61
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.31%
Pick Rate
0.72%
Games
78

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
PrismaticT442.31%0.72%78
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
42.25%
Pick Rate
0.66%
Games
71

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
SilverT442.25%0.66%71
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.51%
Pick Rate
0.49%
Games
53

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

View augment details
PrismaticT441.51%0.49%53
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
40.38%
Pick Rate
0.48%
Games
52

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

View augment details
GoldT440.38%0.48%52

Cassiopeia Skill Combos

Extracted from the skill order guide

Skill Order
REQW

R > E > Q > W

RQEW

R > Q > E > W (Poison Augments)

REWQ

R > E > W > Q (Zone Control or Grounding Augments)

REQW

Grab W at level 3 for the grounding zone, then max E first.

Cassiopeia Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Cassiopeia counters these champions in ARAM: Mayhem.

Ahri Ahri Ahri T2
Tier
T2
Rank
#23
Win Rate
52.32%
Pick Rate
0.86%

Ahri is a mobile mage-assassin who looks for one clean catch, then turns it into a fast skirmish win. Her core pattern is simple: poke with Orb, threaten Charm when enemies step too far forward, and use her dashes to finish or safely reset the fight. In ARAM: Mayhem, Ahri plays less like a slow lane mage and more like a constant pick-and-cleanup threat. Fights happen often, targets are grouped, and extra power from the mode can make both her burst windows and her punish windows sharper. If she lands Charm, she can delete a squishy or force a teamfight. If she misses it and dashes in anyway, she gets collapsed on fast. Pick Ahri when you want a flexible backline threat who can poke, catch, chase, and disengage. Play patiently until someone is crowd-controlled or isolated, then commit hard. Her best games come from controlled aggression, not random diving. View champion guide

Ezreal Ezreal Ezreal T5
Tier
T5
Rank
#158
Win Rate
45.67%
Pick Rate
1.10%

Ezreal the Prodigal Explorer Ezreal is a skillshot-heavy marksman-mage hybrid who thrives on spacing, poke damage, and repositioning. In standard modes, he is the quintessential "safe" pick who relies on Mystic Shot cooldown resets and Arcane Shift mobility to chip away at enemies while staying out of reach. His identity centers on landing Q consistently—if you hit, you get rewarded with lower cooldowns and sustained pressure. If you miss, you lose lane control. In ARAM: Mayhem, that core loop gets amplified by the mode's accelerated pace and constant fighting. The single-lane format removes his ability to farm safely under a tower or roam for isolated picks. Instead, he becomes a pure poke engine in a corridor where hiding is nearly impossible. The Mayhem environment—faster gold, more frequent ability casts, and aggressive augments—shifts him from a scaling safety pick into an early-game damage threat who can snowball hard if his aim holds up. His role here is straightforward: siege from max range, fish for Mystic Shot hits, and use Arcane Shift almost exclusively for repositioning or dodging high-value engage. The constant teamfight means his ultimate, Trueshot Barrage, comes up often and cuts through the entire enemy team. He still struggles against hard engage and burst, but the mode's tools give him more ways to survive and contribute than he would have in normal ARAM. View champion guide

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

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

Kennen Kennen Kennen T5
Tier
T5
Rank
#162
Win Rate
44.78%
Pick Rate
0.42%

Kennen the Heart of the Tempest Kennen is a ranged mage who fights by stacking Mark of the Storm on enemies. Hit a target with three abilities or empowered attacks, and they get stunned. That loop—apply pressure, land the stun, burst them down—is his entire identity. He excels at controlling teamfights and diving into clustered enemies. In ARAM: Mayhem, Kennen becomes a teamfight menace. The single lane keeps opponents close together, which is exactly where he wants them. His ultimate, Slicing Maelstrom, turns any grouped fight into a lightning storm of stuns and damage. Expect constant engages, frequent ultimates, and very little room for enemies to dodge his passive procs. He plays best as a mid-line control mage or engage tool. Build for ability power and survivability, land your stuns on priority targets, and save your ultimate for moments when the enemy commits to a fight. In Mayhem's chaotic brawls, Kennen thrives on the clutter. View champion guide

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

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

Read counter details

Countered By

5

Cassiopeia is countered by these champions in ARAM: Mayhem.

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. View champion guide

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

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

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

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

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

Kha'Zix Kha'Zix Kha'Zix T5
Tier
T5
Rank
#140
Win Rate
46.45%
Pick Rate
0.44%

Kha'Zix the Voidreaver Kha'Zix is an AD assassin designed to hunt down isolated targets and snowball kills into evolution upgrades. In standard modes, he relies on brushes and flanks to close the gap. In ARAM: Mayhem, the single-lane format forces him to adapt, but the constant fighting feeds his isolation damage and resets faster than any other mode. His signature pattern is simple: find a lone enemy, burst them down, then use the reset on Leap to continue or escape. Isolation is the key mechanic. When no enemy allies are nearby, his Taste Their Fear deals massive bonus damage. Mayhem's chaotic brawls often split teams apart, creating isolation opportunities that would not exist in a disciplined 5v5. What changes in Mayhem is the pace and the recovery. You will hit evolution milestones much earlier due to accelerated gold and experience. The challenge is patience. Engaging into a grouped enemy team gets you killed. Waiting for Snowballs, poke, or overextensions to create isolation windows is how you turn this mode into a feeding frenzy. View champion guide

Read counter details

Cassiopeia Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Cassiopeia Cassiopeia Cassiopeia T3
Tier
T3
Rank
#119
Win Rate
49.21%
Pick Rate
0.38%

Cassiopeia the Serpent's Embrace Cassiopeia is a battle-mage who dominates the mid-line through sustained damage and zone control. She does not use boots and instead gains passive movement speed per level, which matters more in a single-lane format where positioning is everything. Her identity revolves around poison application and Noxious Touch, a mechanic that lets her Twin Fang spam on poisoned targets for heavy damage and healing. In ARAM: Mayhem, she becomes a lane bully with near-constant uptime on her ground effect and ultimate. The accelerated gold and experience curve covers her item power spikes faster than on Summoner's Rift, letting her reach her late-game "machine gun" state earlier. She excels at punishing melee engages and locking down narrow corridors, but she struggles against long-range poke and hard engage that bypasses her Petrifying Gaze. View champion guide

Team Functions Cassiopeia Needs Most

Hard Engage: Cassiopeia cannot start fights. She needs a teammate like Malphite, Amumu, or Nautilus to force the enemy to stand still and fight.

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

Amumu (High Value)

Amumu provides the massive area lockdown that Cassiopeia lacks. His Bandage Toss and Curse of the Sad Mummy set up perfect Petrifying Gaze angles, often resulting in a total team wipe if chained correctly.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Orianna (High Value)

Orianna offers a shield to help Cassiopeia survive burst, and her Command: Shockwave groups enemies for Cassiopeia’s damage. The ball placement on a diving ally creates a dual-threat zone.

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

Malphite (High Value)

Malphite is the ultimate "press R to win" engage partner. His Unstoppable Force guarantees a knockup, giving Cassiopeia a free setup for her own ultimate or just time to apply poison.

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

Nautilus (Medium-High Value)

Nautilus provides point-and-click lockdown with Depth Charge. This guarantees at least one target stays still for Cassiopeia to focus down with Twin Fangs.

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

Seraphine (Medium Value)

Seraphine provides the healing and shielding Cassiopeia desperately needs to survive Mayhem burst. Her Surround Sound gives movement speed, helping Cassiopeia kite, and her Encore extends crowd control chains.

Cassiopeia ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityCassiopeia is a zone controller who creates danger zones with Miasma and wins extended poke wars through patient attrition and stalling fights.She becomes a frontline executioner and burst-oriented skirmisher who must dive in with Twin Fang resets to delete targets before enemies erase her.Abandon the patient attrition playstyle entirely and commit to aggressive burst damage.
Skill PriorityNoxious Blast is prioritized for consistent poke damage, while Petrifying Gaze is held for the perfect multi-person ultimate opportunity.Twin Fang becomes the primary weapon due to reduced cooldowns and amplified ability power, while Petrifying Gaze is fired freely at two or more targets.Treat Twin Fang resets as your main damage source and stop holding your ultimate for perfect moments.
Snowball VulnerabilityLacking Flash is a manageable disadvantage where Cassiopeia can sidestep most Snowballs and play around engage threats reasonably well.Ubiquitous and augmented Snowballs create massive liability since getting hit often means dying before the stun ends due to extreme damage output.Track enemy Snowball cooldowns, use minions as shields, and respect Snowball like a global ultimate.
Build PhilosophyCore items include Liandry's Torment, Rylai's Crystal Scepter, and Seraph's Embrace for sustain and burn-over-time in extended thirty-second fights.Raw ability power outperforms burn items since fights end in ten seconds, and Conqueror or Phase Rush provide more value than poke-oriented runes.Build for immediate impact and survival rather than sustained damage over long engagements.
Teamfight PositioningCassiopeia stands at medium range, poisoning the frontline while kiting backwards and controlling space through Miasma placement.Medium range is a death zone where assassins and divers can reach her; she must play far back or commit aggressively with Petrifying Gaze.Passive kiting fails; commit fully to fights or disengage entirely because half-measures get you killed.

Champion Analysis

Role / Current performance

Overview

Cassiopeia the Serpent's Embrace is a control mage and sustained damage dealer who excels in ARAM: Mayhem through devastating poison damage and one of the strongest crowd control abilities in the mode. Her primary role is to deliver consistent damage over time while locking down teamfights with her massive AoE petrify. Cassiopeia's core advantage stems from Q, Noxious Blast, which creates a poison cloud for sustained damage and serves as her primary damage tool. W, Miasma, provides AoE slow utility for controlling enemy movement, whether slowing chasers or pursuing fleeing opponents. E, Twin Fang, deals bonus damage to poisoned enemies, creating a synergistic damage pattern. Her ultimate, R, Petrifying Gaze, petrifies enemies facing her and stands as one of the most powerful CC abilities available in ARAM. The classic ARAM combo for Cassiopeia is Q followed by E. Q applies poison to targets, and E then deals bonus damage against poisoned enemies. This combination delivers massive sustained damage and forms the backbone of her damage pattern. Her ultimate should be used during teamfights to petrify the enemy team, setting up easy follow-up kills for allies. Proper timing and positioning of R is critical to maximizing its impact. Cassiopeia's strengths include high sustained poison damage from Q, large petrify range on R, bonus damage on E against poisoned targets, and strong overall sustained damage output. However, she has significant weaknesses that players must manage. She is fragile and lacks mobility, making her vulnerable to assassination and burst damage. She must be relatively close to enemies to land an effective R, which exposes her to danger. Additionally, Cassiopeia has a high mechanical difficulty, requiring precise ability usage and positioning to reach her full potential. Strategically, Cassiopeia offers immense value in ARAM: Mayhem as a control mage who can dictate the pace of teamfights. Her sustained poison damage pressures enemies continuously, while her ultimate provides game-changing crowd control that can turn the tide of engagements. Players must balance aggressive poison application with careful positioning to avoid being caught out, as her lack of mobility and fragility make mistakes punishing. Success with Cassiopeia requires mastering the QE combo rhythm, timing R to catch multiple enemies facing her, and using W strategically to control enemy movement. Her combination of sustained damage and powerful crowd control makes her a formidable presence in the single-lane format of ARAM.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Cassiopeia dominates the single lane because there is nowhere to run. Establish a no-go zone with Miasma by dropping it on the enemy wave's front casters, forcing opponents to choose between taking poison for farm or stepping forward into Q range. Mana constraints are looser in Mayhem, so spam Q to check bushes and chip opponents. Never stand still while casting. Kite forward and backward between Twin Fang cooldowns. If you miss Q, back off immediately. Twin Fang is primary damage, but it only grounds and heals if the target is poisoned. Fishing with E on an unpoisoned target wastes mana and leaves you vulnerable to an all-in. Cassiopeia is a counter-engage powerhouse, not a hard engager. Let the enemy make the first move. When you see a dash or Snowball flying, that is your cue. Petrifying Gaze turns a desperate defense into a triple kill. Face the incoming threat and flash-R if you must to catch the backline. Hold R for the moment when the enemy tank or assassin commits. If your team has hard engage, follow up on their lockdown. Drop Miasma directly on stunned targets to prevent flash or dash escapes, then melt them with Twin Fang spam. Mark-Dash is a trap for Cassiopeia players. Do not use Snowball to engage. You cannot use it to escape because you have no boots, and flying into the enemy team leaves you grounded and dead. Use Snowball as a finisher on low-HP enemies hiding under tower, or to check fog of war before face-checking a bush. Treat it as a vision tool or an executioner's axe, not a mobility spell. The Howling Abyss bridge is a snake pit. Miasma covers a significant portion of the width. Use this to split the enemy team by placing W between their frontline and backline. This forces carries to walk around the poison, delaying their damage, or step through it and get grounded. Grounded enemies cannot use Snowball. If the enemy relies on Mark-Dash to engage, a well-placed W neutralizes their game plan. Zone them off health relics. Focus whoever is poisoned. Do not tunnel vision on their ADC if their tank is sitting in Miasma and taking free E casts. Twin Fang has a static cooldown that resets on poisoned targets. If you switch targets to someone unpoisoned, your DPS drops to zero. In team fights, Q the clump, W the escape path, and E the nearest poisoned victim. You are not a burst mage. You are a lawnmower. Mow down whatever is in front of you until you reach the backline. When behind, your role shifts to utility and peel. Maximize W usage to protect your carry by grounding divers and assassins. Your crowd control remains strong even when your damage is lower. Play further back than usual, use Q to slow approaching threats, and do not walk up to E. Survive, peel, and hope your team scales.

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Playstyle Guide

Playstyle / Team structure

Play guide

Cassiopeia the Serpent's Embrace operates as a sustained damage carry whose effectiveness depends on landing Noxious Poison before committing Twin Fang resources. Her fight rhythm across all stages revolves around this fundamental setup condition, and wasting mana on unpoisoned targets leaves her vulnerable. During the early game at levels 1 through 6, Cassiopeia should position near the front of her wave while staying angled to threaten Noxious Poison on opponents approaching to clear. She cannot afford to take poke for free and must use the width of the bridge to her advantage. When enemies hide behind minions, landing Miasma on the melee line forces them to choose between taking damage or losing farm space. Her trading rhythm is straightforward: land one Noxious Poison, then auto-attack or chase with Twin Fang if available. She should not hard-commit without mana, as early levels drain her quickly. If she misses Noxious Poison, she must back off and reset the cycle rather than chasing into the enemy wave. Snowball serves primarily as a dodge or threat marker during this stage, used to mark squishy targets or sidestep key skillshots, not for pure poke. In the mid game at levels 7 through 11, Cassiopeia has points in Twin Fang and her ultimate available. She should position slightly behind her frontline or alongside her main poke champion, as she is not a dedicated poke mage but offers high sustained damage. When a target is poisoned, she can use Twin Fang repeatedly on cooldown. Miasma becomes a zoning tool to cut off engage paths for enemy tanks, providing free damage if they walk through it or wasting their time if they go around. Snowball transforms into a kill confirm tool for poked-down targets, combining with Petrifying Gaze and Miasma to finish enemies. She must save Petrifying Gaze for enemy dashes rather than using it into a dash already in progress. Cassiopeia wins extended fights and should stay in range outputting damage rather than bursting and retreating like a pure poke mage. During the late game at levels 12 and beyond, Cassiopeia becomes a sustained damage carry with a game-changing ultimate. She must position in the middle or back of her team, as dying before using Petrifying Gaze costs her team a major tool. Her trading rhythm becomes constant, keeping Noxious Poison on the frontline and shredding with Twin Fang while switching focus to the backline when in range. Miasma serves as her primary zone tool for choke points, the inhibitor platform, and paths between towers. Snowball becomes a repositioning tool or finisher for low targets, as using it to start a late-game fight is risky. Petrifying Gaze represents her biggest swing potential, requiring her to face her target, wait for them to look at her, and fire deliberately. If she misses, she must play safe until it returns.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Cassiopeia the Serpent's Embrace transforms dramatically based on her game state, and understanding these shifts is essential to maximizing her effectiveness. When ahead, she evolves from a control mage into a lane-wide oppressor who denies enemies the ability to step into the wave entirely. Indicators of being ahead include securing an early double kill, hitting major power spikes before the enemy frontline, or obtaining a key augment that significantly lowers cooldowns or increases healing. The ahead strategy revolves around permanently shoving the wave under enemy tower using Noxious Blast to clear minions while zoning opponents. If enemies try to farm under tower, landing Q on caster minions and kiting forward forces them to choose between losing experience or taking Twin Fang damage. Controlling health relics and center brush aggressively denies the enemy team sustain and forces backs that lose tower health. Augments often cover Cassiopeia's natural vulnerability to dive when ahead. With augments granting shields, tenacity, or movement speed, she can play closer to the enemy tower and bait out cooldowns. A single good ultimate does not just win a fight but can end the game, so looking for angles to catch three or more enemies is critical. The most common throw for an ahead Cassiopeia is getting impatient, flashing forward for a kill, and getting caught by a crowd control chain. Respecting the catch and burst window means never face-checking brush or diving deep without vision, and saving Flash and R for enemy engage tools like Malphite R or Vi R. When behind, Cassiopeia struggles because her damage relies on sustained contact that is hard to maintain without gold and levels. Being behind occurs after losing early trades, dying to ganks or dives, or when enemy magic resist outstrips penetration. The mindset must immediately shift from carry to control and setup. The primary job becomes setting up kills for actual carries, landing Q for slow and zone control while saving E only for confirmed poison applications to proc healing. Miasma becomes a disengage tool to drop on divers like Zed or Yasuo, grounding them and preventing chases. Petrifying Gaze becomes the most valuable asset when behind and should be held exclusively for peeling divers off the backline or counter-engaging frontal assaults. A behind Cassiopeia with a game-changing ultimate remains a threat because stunning the enemy carry for two seconds creates cleanup windows even if she dies. Augments that offer crowd control, healing, or defensive stats over raw damage can salvage a losing lane by providing utility that does not scale with gold, turning her into a functional support and disruption engine. Playing far back, letting the wave come, and waiting for enemy mistakes like overextending for relics or diving too deep represents the only window to turn tempo. Forcing plays while behind simply extends the opponent's lead.

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Champion Background

Lore / Identity / Text block

Background copy

Cassiopeia the Serpent's Embrace is a battle-mage who wins by out-sustaining opponents and landing constant damage over time. In Mayhem, where cooldowns are short and damage is high, she becomes a zone-control monster. She is not played like a burst assassin but rather like a poison cloud that slowly chokes the entire enemy team. Movement speed and positioning are everything because she cannot buy boots. Her passive, Serpentine Grace, defines her economic and mobility advantage. Cassiopeia gains bonus movement speed per level and applies a mild slow on enemies hit by her abilities, stacking up to a cap. The movement speed bonus is massive in Mayhem, and since she skips the boot purchase entirely, she reaches her full item spike faster than anyone else. The passive slow turns her poison into a kiting tool, enabling a "catch and kill" loop where she poisons enemies, they slow down, she speeds up, and she runs them down with Twin Fangs. However, the passive offers no defense against hard crowd control or displacement, and she cannot swap to defensive boots, so she must itemize resistances manually. Noxious Blast serves as her primary poison applicator. In Mayhem, the cooldown is low enough for constant spamming to check bushes, harass under towers, and set up E spam. The speed burst on hit functions as both engage and disengage tool. The ability has a small delay before detonation, requiring prediction of enemy movement. Missing Q leaves her without a poison application, creating a damage downtime window where enemies can engage. Miasma is her safety net and kill-secure tool. The Grounded effect is lethal in Mayhem because many champions rely on low-cooldown dashes to engage or escape, turning mobile assassins into sitting ducks. It creates a wide zone that expands, best used to cut off enemy paths rather than hitting where they currently stand. The ability has a long cooldown relative to her other spells, so wasting it leaves her vulnerable to the next engage. Twin Fang is her primary damage source. In Mayhem, the cooldown is nearly non-existent when hitting poisoned targets, turning her into a machine gun that drains health bars rapidly. It is a targeted ability that cannot miss unless the target becomes untargetable. The critical rule is ensuring the target is poisoned before pressing E, as casting on an un-poisoned target deals minimal damage, drains mana, and provides no cooldown refund. Petrifying Gaze serves as her fight-winning ultimate. Enemies facing her are stunned and take heavy damage, while those facing away are slowed and take moderate damage. She can flash-R to catch an entire team off guard, and the stun duration allows teammates to follow up with massive damage. Smart enemies will turn their backs to reduce the stun to a slow, and wasting R leaves her with zero peel for several seconds.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Cassiopeia in ARAM: Mayhem lives and dies by her rhythm, and most losses on this champion stem from panicking under pressure or attempting to play her like a standard poke mage rather than the drain-tank machine gun she is. Mechanical mistakes center on her core ability interactions. Spamming Twin Fang on targets that are not poisoned puts the ability on its full cooldown with reduced damage, eliminating both her primary damage source and sustain engine. Players must land Noxious Blast or Miasma first and confirm the poison debuff before pressing E. If a misfire occurs, backing off immediately and using the movement speed from Noxious Blast to reposition is essential, as chasing to fix the mistake only invites more damage. Whiffing Petrifying Gaze by using it on enemies facing away or obscured by fog results in only a slow instead of a stun, which against dive compositions typically means death within seconds. The ultimate should be held for committed enemies or melee divers, with Flash-R often being correct to guarantee the stun on key targets. Throwing Miasma at max range as poke wastes mana and removes the only hard disengage against dashes and blinks, leaving Cassiopeia vulnerable to being run down by assassins and bruisers. Noxious Blast should be used for poke while Miasma is reserved for zone control or self-peel at her feet or in chokepoints. Forgetting to kite between Twin Fang casts leaves Cassiopeia standing still like a turret, making her an easy target for CC chains and burst in a mode where skillshots fly faster and damage is higher. Movement commands should be input between every E press. Decision mistakes include rushing heavy AP items before establishing durability or mana sustain, which leads to running out of mana after one extended fight and being one-shot by divers. Prioritizing mana items early is critical since Cassiopeia needs a mana pool to spam E, and sustain-focused builds typically outperform pure burst builds in Mayhem. Using Snowball to engage into the enemy team lands Cassiopeia in the middle of five enemies with no escape, as she is not a diver. Snowball should be taken primarily for dodging, repositioning over walls, or escaping bad spots. Tunnel vision on enemy frontline tanks wastes E cooldowns on high-resistance targets while their backline deals free damage. Players should use Q and W to zone the backline and switch to squishier targets who pose actual threats. Overstaying in losing fights expecting to out-heal damage leads to death, as healing has limits against ignite, grievous wounds, or focused fire from multiple enemies. Recognizing when damage intake exceeds healing output and kiting back earlier is vital since death timers are punishing and staying alive outweighs securing kills. Ignoring enemy anti-heal components causes rapid health loss when expecting to sustain through damage. Checking enemy items and augments early for Executioner's Calling, Morellonomicon, or anti-heal augments allows for adjusting playstyle to play more like a poke mage and less like a drain tank until debuffs expire. Fixing these mistakes transforms Cassiopeia into a consistent damage engine in Mayhem.

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FAQ

Cassiopeia

FAQ

Is Cassiopeia strong in ARAM: Mayhem? She is a late-game monster but a fragile early pick. You spend the first few minutes playing safe and fishing for poison applications. Once you have a few items and levels in Twin Fang, your sustained damage becomes nearly impossible for squishy comps to survive. The tradeoff is that dive-heavy teams can shut you down before you scale. What is the best starting item for Cassiopeia? Start with the Lost Chapter component for mana sustain. You need the mana pool to keep poisoning waves and harassing enemies under their tower. Doran's Ring or pure AP items leave you out of mana after one extended fight. Prioritize mana so you can spam abilities without backing. Which augment should I pick first? Look for ability haste or mana regeneration augments early. Mayhem mode speeds up the game, so you need your abilities available constantly to keep up. Damage augments are tempting, but they do not help if you are oom or have long cooldowns. Once your mana is stable, grab raw AP or magic penetration for mid-game spikes.

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