ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #135

Skarner ARAM Mayhem Build & Best Augments

Skarner role and playstyle: baseline role is fighter tank, with a core identity built around teamfight utility and damage output. R is the major teamfight or finishing cooldown. Hextech augment reliance: Medium: augment quality meaningfully changes damage, durability, cooldown uptime, and overall ARAM impact. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. 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.

Skarner Skarner the Primordial Sovereign Fighter / Tank / Mage
TierT4
Rank#135
Win Rate48.03%
Pick Rate0.21%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Win Rate49.73%
Pick Rate12.50%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

Win Rate48.15%
Pick Rate8.60%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

Win Rate48.60%
Pick Rate5.22%

Situational itemstop 12

Starting items

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

+350 Health

50.36%
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.

50.36%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

49.29%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

49.29%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.08%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.08%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

51.08%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.86%
Pick Rate
6.77%
Games
401

Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources.

View augment details
PrismaticT155.86%6.77%401
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.31%
Pick Rate
8.36%
Games
495

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
PrismaticT151.31%8.36%495
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
50.78%
Pick Rate
5.42%
Games
321

Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 .

View augment details
SilverT150.78%5.42%321
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.67%
Pick Rate
10.03%
Games
594

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

View augment details
PrismaticT150.67%10.03%594
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
50.46%
Pick Rate
5.52%
Games
327

Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions.

View augment details
SilverT150.46%5.52%327
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.37%
Pick Rate
6.91%
Games
409

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

View augment details
GoldT150.37%6.91%409
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.24%
Pick Rate
6.99%
Games
414

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

View augment details
GoldT150.24%6.99%414
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.75%
Pick Rate
6.69%
Games
396

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
GoldT149.75%6.69%396
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
49.30%
Pick Rate
6.03%
Games
357

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT149.30%6.03%357
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
49.17%
Pick Rate
16.24%
Games
962

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

View augment details
GoldT149.17%16.24%962
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
48.86%
Pick Rate
15.55%
Games
921

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

View augment details
GoldT148.86%15.55%921
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.81%
Pick Rate
7.82%
Games
463

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
PrismaticT148.81%7.82%463
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.74%
Pick Rate
12.02%
Games
712

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
SilverT148.74%12.02%712
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.36%
Pick Rate
22.10%
Games
1,309

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

View augment details
GoldT148.36%22.10%1,309
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
47.54%
Pick Rate
10.62%
Games
629

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

View augment details
SilverT147.54%10.62%629
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.44%
Pick Rate
4.95%
Games
293

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

View augment details
GoldT147.44%4.95%293
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
45.77%
Pick Rate
4.80%
Games
284

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

View augment details
SilverT145.77%4.80%284
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
45.59%
Pick Rate
13.22%
Games
783

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

View augment details
GoldT145.59%13.22%783
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
45.49%
Pick Rate
3.93%
Games
233

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

View augment details
SilverT145.49%3.93%233
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
45.03%
Pick Rate
5.78%
Games
342

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

View augment details
SilverT145.03%5.78%342
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
44.42%
Pick Rate
7.87%
Games
466

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT144.42%7.87%466
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
43.50%
Pick Rate
15.84%
Games
938

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

View augment details
GoldT143.50%15.84%938
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
43.29%
Pick Rate
5.03%
Games
298

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
SilverT143.29%5.03%298
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
42.72%
Pick Rate
5.34%
Games
316

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT142.72%5.34%316
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
42.61%
Pick Rate
4.80%
Games
284

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT142.61%4.80%284
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.04%
Pick Rate
4.53%
Games
268

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

View augment details
PrismaticT141.04%4.53%268
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
55.04%
Pick Rate
2.18%
Games
129

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
SilverT255.04%2.18%129
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
54.46%
Pick Rate
1.89%
Games
112

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

View augment details
GoldT254.46%1.89%112
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.74%
Pick Rate
2.48%
Games
147

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

View augment details
GoldT253.74%2.48%147
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.54%
Pick Rate
1.67%
Games
99

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

View augment details
GoldT253.54%1.67%99
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.99%
Pick Rate
1.98%
Games
117

Gain 2 Stat Anvils .

View augment details
SilverT252.99%1.98%117
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.35%
Pick Rate
1.87%
Games
111

Grants 60 ability haste .

View augment details
GoldT251.35%1.87%111
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
51.00%
Pick Rate
3.38%
Games
200

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

View augment details
SilverT251.00%3.38%200
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.85%
Pick Rate
1.99%
Games
118

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

View augment details
SilverT250.85%1.99%118
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
2.84%
Games
168

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT250.00%2.84%168
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
2.36%
Games
140

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
GoldT250.00%2.36%140
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.66%
Pick Rate
2.45%
Games
145

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT249.66%2.45%145
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
49.49%
Pick Rate
3.34%
Games
198

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

View augment details
SilverT249.49%3.34%198
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.18%
Pick Rate
2.06%
Games
122

Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.

View augment details
PrismaticT249.18%2.06%122
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
49.06%
Pick Rate
2.68%
Games
159

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

View augment details
GoldT249.06%2.68%159
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
48.89%
Pick Rate
2.28%
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.

View augment details
SilverT248.89%2.28%135
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.89%
Pick Rate
2.28%
Games
135

Gain 1750 upon acquiring this augment.

View augment details
GoldT248.89%2.28%135
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
48.67%
Pick Rate
2.53%
Games
150

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
GoldT248.67%2.53%150
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.00%
Pick Rate
1.69%
Games
100

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
PrismaticT248.00%1.69%100
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
47.30%
Pick Rate
2.50%
Games
148

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
GoldT247.30%2.50%148
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
46.84%
Pick Rate
3.21%
Games
190

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
GoldT246.84%3.21%190
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
46.76%
Pick Rate
2.35%
Games
139

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

View augment details
SilverT246.76%2.35%139
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
46.73%
Pick Rate
1.81%
Games
107

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT246.73%1.81%107
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
45.99%
Pick Rate
2.31%
Games
137

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

View augment details
GoldT245.99%2.31%137
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.93%
Pick Rate
2.90%
Games
172

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
GoldT245.93%2.90%172
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
45.45%
Pick Rate
2.97%
Games
176

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

View augment details
GoldT245.45%2.97%176
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.31%
Pick Rate
2.16%
Games
128

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

View augment details
PrismaticT245.31%2.16%128
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.27%
Pick Rate
2.50%
Games
148

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

View augment details
PrismaticT245.27%2.50%148
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
44.68%
Pick Rate
1.59%
Games
94

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

View augment details
GoldT244.68%1.59%94
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
43.97%
Pick Rate
1.96%
Games
116

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

View augment details
SilverT243.97%1.96%116
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
43.81%
Pick Rate
1.77%
Games
105

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
GoldT243.81%1.77%105
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
43.33%
Pick Rate
3.55%
Games
210

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT243.33%3.55%210
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.96%
Pick Rate
2.28%
Games
135

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

View augment details
PrismaticT242.96%2.28%135
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
42.95%
Pick Rate
2.52%
Games
149

Grants 20% heal and shield power .

View augment details
SilverT242.95%2.52%149
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
42.55%
Pick Rate
1.59%
Games
94

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
GoldT242.55%1.59%94
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.85%
Pick Rate
3.11%
Games
184

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT241.85%3.11%184
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
41.75%
Pick Rate
1.74%
Games
103

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

View augment details
GoldT241.75%1.74%103
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
41.67%
Pick Rate
2.43%
Games
144

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
GoldT241.67%2.43%144
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.20%
Pick Rate
1.72%
Games
102

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

View augment details
PrismaticT240.20%1.72%102
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
39.90%
Pick Rate
3.43%
Games
203

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
GoldT239.90%3.43%203
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.90%
Pick Rate
2.09%
Games
124

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

View augment details
PrismaticT237.90%2.09%124
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
37.80%
Pick Rate
2.77%
Games
164

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT237.80%2.77%164
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.50%
Pick Rate
1.89%
Games
112

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT237.50%1.89%112
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
58.18%
Pick Rate
0.93%
Games
55

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

View augment details
SilverT358.18%0.93%55
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.34%
Pick Rate
1.20%
Games
71

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT356.34%1.20%71
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.93%
Pick Rate
1.00%
Games
59

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

View augment details
PrismaticT355.93%1.00%59
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
54.69%
Pick Rate
1.08%
Games
64

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

View augment details
SilverT354.69%1.08%64
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
53.62%
Pick Rate
1.17%
Games
69

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

View augment details
GoldT353.62%1.17%69
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.52%
Pick Rate
1.20%
Games
71

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

View augment details
PrismaticT353.52%1.20%71
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.73%
Pick Rate
0.93%
Games
55

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

View augment details
GoldT352.73%0.93%55
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.22%
Pick Rate
1.38%
Games
82

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

View augment details
PrismaticT351.22%1.38%82
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.22%
Games
72

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
PrismaticT350.00%1.22%72
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
49.21%
Pick Rate
1.06%
Games
63

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
SilverT349.21%1.06%63
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.02%
Pick Rate
0.86%
Games
51

Grants 3 random Dragon Souls .

View augment details
PrismaticT349.02%0.86%51
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
48.57%
Pick Rate
1.18%
Games
70

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

View augment details
SilverT348.57%1.18%70
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
47.13%
Pick Rate
1.47%
Games
87

Gain 15% omnivamp .

View augment details
SilverT347.13%1.47%87
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
46.97%
Pick Rate
1.11%
Games
66

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

View augment details
GoldT346.97%1.11%66
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
46.91%
Pick Rate
1.37%
Games
81

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
GoldT346.91%1.37%81
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.48%
Pick Rate
1.20%
Games
71

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

View augment details
PrismaticT346.48%1.20%71
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
46.43%
Pick Rate
0.95%
Games
56

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

View augment details
GoldT346.43%0.95%56
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
46.30%
Pick Rate
0.91%
Games
54

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

View augment details
SilverT346.30%0.91%54
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.90%
Pick Rate
1.03%
Games
61

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
PrismaticT345.90%1.03%61
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.45%
Pick Rate
0.93%
Games
55

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT345.45%0.93%55
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
45.31%
Pick Rate
1.08%
Games
64

Grants 18% armor penetration and magic penetration .

View augment details
GoldT345.31%1.08%64
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.83%
Pick Rate
0.98%
Games
58

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
PrismaticT344.83%0.98%58
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.74%
Pick Rate
1.28%
Games
76

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
PrismaticT344.74%1.28%76
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.82%
Pick Rate
1.50%
Games
89

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

View augment details
PrismaticT343.82%1.50%89
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.65%
Pick Rate
1.15%
Games
68

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

View augment details
PrismaticT342.65%1.15%68
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
41.67%
Pick Rate
1.42%
Games
84

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

View augment details
SilverT341.67%1.42%84
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
38.60%
Pick Rate
0.96%
Games
57

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

View augment details
GoldT338.60%0.96%57
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
38.55%
Pick Rate
1.40%
Games
83

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT338.55%1.40%83
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
38.10%
Pick Rate
1.42%
Games
84

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
GoldT338.10%1.42%84
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
34.83%
Pick Rate
1.50%
Games
89

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

View augment details
PrismaticT334.83%1.50%89

Skarner Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W (Heavy Engage/CC Build)

RQWE

R > Q > W > E (Sustain/Bruiser Build)

RQEW

Max Q first.

Skarner Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Skarner counters these champions in ARAM: Mayhem.

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

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

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

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

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

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

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

Read counter details

Countered By

6

Skarner is countered by these champions in ARAM: Mayhem.

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

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

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

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

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

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

Azir Azir Azir T4
Tier
T4
Rank
#144
Win Rate
47.58%
Pick Rate
0.41%

Azir is a control mage who turns the battlefield into his personal kingdom. He fights from behind a wall of sand soldiers, zoning enemies with sustained damage and territorial control rather than burst. His identity revolves around positioning: he wants enemies to fight where he decides. In ARAM: Mayhem, Azir thrives because the single-lane format forces constant fights. He can set up his soldier zones once and force the enemy team to either engage through them or concede ground. The mode's accelerated pace and frequent gold income let him reach his late-game power spike faster than on Summoner's Rift, where he often struggles through a weak early game. His signature pattern is simple: place soldiers, auto-attack from behind them, and shuffle enemies with his ultimate when they overextend. In Mayhem, the faster ability rotations and enhanced resources mean he keeps soldiers up more consistently and pokes harder. He becomes a sustained damage turret that's hard to approach without eating constant sand-spear shots. View champion guide

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

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

Read counter details

Skarner Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Aurelion Sol Aurelion Sol Aurelion Sol T1
Tier
T1
Rank
#36
Win Rate
53.07%
Pick Rate
0.75%

Aurelion Sol is a scaling mage who turns space control into teamfight pressure. He wants front-to-back fights where he can stand behind allies, burn targets over time, and punish enemies that group up in narrow lanes. His signature pattern is simple: hold a safe angle, lay down a dangerous zone, then use his big celestial damage when the enemy team is forced to commit or retreat. In ARAM: Mayhem, he gets more chances to fight early, but also less room to hide. The single lane helps his area damage hit multiple champions, while constant engages and augment-powered threats punish sloppy positioning fast. Play him patiently: survive the first scrappy fights, collect safe damage, and become the late-fight artillery piece your team can rally around. View champion guide

Skarner Skarner Skarner T4
Tier
T4
Rank
#135
Win Rate
48.03%
Pick Rate
0.21%

Skarner the Primordial Sovereign Skarner is a tanky initiator who dominates through territorial control and hard crowd control. In standard modes, he creates zones called Hives that grant him movement speed and objectives. In ARAM: Mayhem, that dynamic shifts. There is no jungle to claim, no neutral objectives to secure with Hives, and the lane is a straight line. He transitions from a map-control specialist into a pure teamfight brawler who wants to drag enemies into his team. His signature pattern is simple: get on top of someone, suppress them with his ultimate, and pull them out of position. Mayhem's accelerated pace helps him reach that goal faster. He gains access to more ability haste and movement speed options than normal, turning him into a relentless engager who can spam his dash and stun. If you enjoy grabbing the enemy carry and running them back into your tower, this is the pick. View champion guide

Synergy Mechanism: Skarner’s ultimate, Impale, holds a target completely still for a long duration. Aurelion Sol needs time to stack his passive or land a fully charged ultimate breath. Combo: Skarner lands an E or flashes into an R on a priority target. Aurelion Sol immediately channels his ultimate or stacks his stars on the stationary victim. Best Scenario: You catch a squishy carry near their tower. Aurelion Sol’s global range or massive AoE melts the target and chunks the rest of the team trying to peel. Enemy Answer: Quick Cleanse usage or QSS breaks the suppression early, allowing the target to dash out of the danger zone. Failure Risk: If Aurelion Sol is too far back or slow to react, the suppression ends, and the target escapes with low HP, leaving Skarner overextended. Recovery: Skarner creates terrain with his W or E to block skillshots while retreating, allowing Aurelion Sol to zone the enemy off the pursuit.

High-Value Synergy: Miss Fortune

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

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

Skarner Skarner Skarner T4
Tier
T4
Rank
#135
Win Rate
48.03%
Pick Rate
0.21%

Skarner the Primordial Sovereign Skarner is a tanky initiator who dominates through territorial control and hard crowd control. In standard modes, he creates zones called Hives that grant him movement speed and objectives. In ARAM: Mayhem, that dynamic shifts. There is no jungle to claim, no neutral objectives to secure with Hives, and the lane is a straight line. He transitions from a map-control specialist into a pure teamfight brawler who wants to drag enemies into his team. His signature pattern is simple: get on top of someone, suppress them with his ultimate, and pull them out of position. Mayhem's accelerated pace helps him reach that goal faster. He gains access to more ability haste and movement speed options than normal, turning him into a relentless engager who can spam his dash and stun. If you enjoy grabbing the enemy carry and running them back into your tower, this is the pick. View champion guide

Synergy Mechanism: "Bullet Time" loves stationary targets. Skarner provides the only guarantee that enemies cannot walk out of the circle. Combo: Skarner suppresses a target in the middle of the enemy team. Miss Fortune casts her ultimate directly on top of the fight. Even if the primary target has QSS, the AoE damage forces the rest of the team to scatter. Best Scenario: The enemy team groups up for a push. Skarner grabs the frontline and drags them into the backline, stacking everyone for a massive double or triple kill ultimate. Enemy Answer: Hard engage on Miss Fortune before she can channel, or using Zhonya's Hourglass on the grabbed target to stall until the suppression ends. Failure Risk: Miss Fortune gets interrupted or killed during the channel. Skarner is now deep in the enemy backline with no damage support. Recovery: Skarner uses his E to stun chasers or creates a pillar to physically separate the enemy divers from his dying ADC.

Strong Synergy: Orianna

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

Skarner Skarner Skarner T4
Tier
T4
Rank
#135
Win Rate
48.03%
Pick Rate
0.21%

Skarner the Primordial Sovereign Skarner is a tanky initiator who dominates through territorial control and hard crowd control. In standard modes, he creates zones called Hives that grant him movement speed and objectives. In ARAM: Mayhem, that dynamic shifts. There is no jungle to claim, no neutral objectives to secure with Hives, and the lane is a straight line. He transitions from a map-control specialist into a pure teamfight brawler who wants to drag enemies into his team. His signature pattern is simple: get on top of someone, suppress them with his ultimate, and pull them out of position. Mayhem's accelerated pace helps him reach that goal faster. He gains access to more ability haste and movement speed options than normal, turning him into a relentless engager who can spam his dash and stun. If you enjoy grabbing the enemy carry and running them back into your tower, this is the pick. View champion guide

Synergy Mechanism: The "Ball Delivery Service." Skarner is a durable, melee initiator who can get into the middle of the enemy team, making him the perfect anchor for Shockwave. Combo: Orianna places the ball on Skarner before he engages. Skarner flashes and R-drags a target into the enemy team. Orianna activates Shockwave to pull everyone into the pile. Best Scenario: The enemy team is hiding behind minions or poke. Skarner bypasses the frontline to grab a squishy target, and the Shockwave catches the peelers off guard. Enemy Answer: Spread out before the fight so Skarner cannot grab a central target, or use knockbacks like Condemn or Monsoon to separate Skarner from the group. Failure Risk: Skarner dies before he can press R, or he grabs a tank instead of a carry, wasting the Shockwave on a low-damage target. Recovery: Orianna uses her E shield and W speed boost to help Skarner retreat if the engage goes wrong.

Strong Synergy: Yasuo

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Skarner Skarner Skarner T4
Tier
T4
Rank
#135
Win Rate
48.03%
Pick Rate
0.21%

Skarner the Primordial Sovereign Skarner is a tanky initiator who dominates through territorial control and hard crowd control. In standard modes, he creates zones called Hives that grant him movement speed and objectives. In ARAM: Mayhem, that dynamic shifts. There is no jungle to claim, no neutral objectives to secure with Hives, and the lane is a straight line. He transitions from a map-control specialist into a pure teamfight brawler who wants to drag enemies into his team. His signature pattern is simple: get on top of someone, suppress them with his ultimate, and pull them out of position. Mayhem's accelerated pace helps him reach that goal faster. He gains access to more ability haste and movement speed options than normal, turning him into a relentless engager who can spam his dash and stun. If you enjoy grabbing the enemy carry and running them back into your tower, this is the pick. View champion guide

Synergy Mechanism: Skarner’s E and R set up airborne targets for Last Breath. His pillars also create narrow corridors that force enemies to path predictably. Combo: Skarner lands an E stun or an R suppression. Yasuo follows up with his own knockup or simply presses R on the suppressed target. The chain CC keeps an enemy locked down for 3-4 seconds. Best Scenario: Fighting in the open where Skarner’s pillars restrict movement. Enemies dodge the pillars but walk into Skarner’s E, setting up Yasuo for a free ult. Enemy Answer: Heavy poke to force Yasuo off the wave, or instant burst on Yasuo the moment he goes in. Failure Risk: Yasuo gets caught out before Skarner can engage. Skarner then has to use his ultimate defensively to save Yasuo, often resulting in a 2-for-0 trade. Recovery: Skarner uses his high durability to body block for Yasuo, allowing the swordsman to reset and look for a windwall play.

Situational Synergy: Ziggs

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

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

Skarner Skarner Skarner T4
Tier
T4
Rank
#135
Win Rate
48.03%
Pick Rate
0.21%

Skarner the Primordial Sovereign Skarner is a tanky initiator who dominates through territorial control and hard crowd control. In standard modes, he creates zones called Hives that grant him movement speed and objectives. In ARAM: Mayhem, that dynamic shifts. There is no jungle to claim, no neutral objectives to secure with Hives, and the lane is a straight line. He transitions from a map-control specialist into a pure teamfight brawler who wants to drag enemies into his team. His signature pattern is simple: get on top of someone, suppress them with his ultimate, and pull them out of position. Mayhem's accelerated pace helps him reach that goal faster. He gains access to more ability haste and movement speed options than normal, turning him into a relentless engager who can spam his dash and stun. If you enjoy grabbing the enemy carry and running them back into your tower, this is the pick. View champion guide

Synergy Mechanism: Skarner creates chaos and holds targets still; Ziggs turns chaos into cratering. The "Satchel Charge" also adds another displacement tool. Combo: Skarner drags an enemy toward his tower or team. Ziggs places a Mega Inferno Bomb on the landing spot. Even if the enemy survives the grab, the bomb finishes them. Best Scenario: Siege situations. Skarner threatens the grab, forcing enemies to hide. Ziggs pokes them down until Skarner can close the distance for the kill. Enemy Answer: Long-range poke that out-ranges Ziggs, or high mobility champions who can dash out of the bomb radius instantly. Failure Risk: Ziggs misses his bombs on the suppressed target. The target survives with a sliver of health and kills Skarner who is deep in their lines. Recovery: Ziggs uses Satchel Charge to knock back pursuers, giving Skarner the speed boost needed to reposition behind his pillars. Team Function Gaps

Skarner struggles against heavy poke compositions if his team lacks engage or sustain. He needs a secondary engage option like a Malphite or Leona to take the heat off him. He also benefits immensely from shields and movement speed buffs (Lulu, Karma, Sona) to help him close the gap without burning Flash. Avoid teaming him with four other melee champions that lack wave clear, as he will get poked down before he ever reaches a crystal segment.

Aurelion Sol Aurelion Sol Aurelion Sol T1
Tier
T1
Rank
#36
Win Rate
53.07%
Pick Rate
0.75%

Aurelion Sol is a scaling mage who turns space control into teamfight pressure. He wants front-to-back fights where he can stand behind allies, burn targets over time, and punish enemies that group up in narrow lanes. His signature pattern is simple: hold a safe angle, lay down a dangerous zone, then use his big celestial damage when the enemy team is forced to commit or retreat. In ARAM: Mayhem, he gets more chances to fight early, but also less room to hide. The single lane helps his area damage hit multiple champions, while constant engages and augment-powered threats punish sloppy positioning fast. Play him patiently: survive the first scrappy fights, collect safe damage, and become the late-fight artillery piece your team can rally around. View champion guide

High-Value Synergy: Aurelion Sol

Skarner’s ultimate, Impale, holds a target completely still for a long duration. Aurelion Sol needs time to stack his passive or land a fully charged ultimate breath.

Skarner ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoPeel-and-engage hybrid that stands near carries, uses E to stun divers, and holds Impale for catch opportunities. Game rewards patience.Constant frontline chaos role that forces fights repeatedly. Short death timers and augments let you spam crowd control without waiting for perfect windows.Shift from patient catch play to relentless disruption; volume over precision wins.
Impale UsageYou wait for the perfect ultimate angle to drag a high-value target. You might go minutes without a good R window, and that's fine.A "bad" Impale that burns enemy cooldowns or trades 1-for-1 is often correct. With reset augments, R becomes a regular weapon rather than an ultimate.Stop waiting for perfect R; a good grab now beats a perfect grab later.
Skill Order FlexibilityYou often max Fracture (E) first or split points between E and W. Crystal Slash (Q) is a low-priority damage tool used mainly to proc Sheen.Augments that amplify damage or add on-hit effects can make Q-max builds viable. Skill order becomes flexible based on which augments you receive.Read your augments and adapt: lean Q for damage, E and W for crowd control.
Snowball EngagementSnowball is a committed engage tool. You use it as a gap-closer for R. If you miss or grab the wrong target, you die for nothing.Snowball becomes a repositioning tool with lower punishment. You can test angles aggressively and use it to escape after deep R pulls.Take risks on Snowball engages; failed attempts cost far less in Mayhem.
Build AdaptationBuild tank with ability haste using Sunfire Aegis, Thornmail, and Spirit Visage. Runes are Grasp or Aftershock for sustain.Damage augments enable bruiser mythics like Divine Sunderer to abuse Q procs. CC augments favor staying full tank. Phase Rush becomes viable for dive-and-exit plays.Don't copy standard tank builds blindly; match your build to your augments.
Crystal Spires PriorityStanding in your spire zone is a big deal for attack speed and movement speed. Careful positioning around zones matters.Fights move too quickly to carefully position around spire zones. Don't chase spire coverage if it means losing your angle or spacing.Ignore spire optimization; the tempo is too fast for zone dependency.

Champion Analysis

Role / Current performance

Overview

Skarner the Primordial Sovereign serves as one of the most controlling frontline fighters in ARAM: Mayhem, leveraging dramatically reduced cooldowns to unleash crowd control and empowered attacks with unprecedented frequency. His core identity centers on crystal control and sustained combat, making him exceptional at locking down priority targets while maintaining steady damage output throughout extended fights. In this mode, Skarner's gameplay revolves around his powerful crowd control toolkit and exceptional sustained damage capabilities. His Q ability, Crystal Slash, functions as his primary damage tool, with consecutive uses enhancing damage and applying slows to enemies. The reduced cooldowns in Hextech Mayhem allow for frequent casting, maintaining extremely high sustained output that pressures opponents continuously. His W ability, Crystalline Exoskeleton, provides both a shield and movement speed boost, enhancing his survivability and chase potential when engaging or repositioning. His E ability, Fracture, launches crystal shards that mark enemies, and attacking marked targets restores health, giving him sustain and additional chase capability during extended skirmishes. Skarner's ultimate, Impale, defines his strategic value in ARAM: Mayhem. This signature move allows him to seize a target and drag them, enabling him to grab enemy carries and pull them directly into his team. This single-target suppression creates decisive pick opportunities that can eliminate key threats before enemy teams can respond. The combination of his ultimate with his other crowd control tools makes him particularly effective at isolating and removing high-value targets from fights. While his passive, Crystal Spires, grants bonus movement speed and mana regeneration near crystal spires on Summoner's Rift, ARAM: Mayhem has no crystal spires, meaning this aspect of his kit does not factor into his mode-specific performance. However, his remaining abilities more than compensate, creating a kit focused on frontline presence, single-target control, and sustained damage. Skarner's positioning should reflect his role as a frontline fighter who initiates engagements and creates openings for his team. His combination of shields, movement speed, and health restoration through marked targets allows him to survive extended combat while applying constant pressure. The movement speed from his W ability enables him to close gaps and chase fleeing opponents, while his crowd control chain prevents enemies from escaping once engaged. His practical strategic value lies in his ability to control the pace of fights through targeted suppression and sustained pressure. Teams can rely on Skarner to initiate favorable engagements by dragging priority targets out of position, while his sustained damage and survivability ensure he remains relevant throughout the duration of team fights. Skarner the Primordial Sovereign excels as a controlling presence who shapes battlefield positioning through threat of suppression and consistent damage application.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Skarner in Mayhem lives and dies by how you manage the Crystal Spires. Fighting outside your zones leaves you as a slow bruiser with long cooldowns, while fighting inside makes you a speed demon who sticks to targets like glue. Always check your territory status before committing. If the enemy team is actively contesting a point, wait for them to step onto the crystal before you engage, forcing them to fight on your terms where your attack speed and movement speed are significantly higher. Your primary engage tool is Fracture (E), a linear skillshot that stuns and pulls. In the narrow ARAM lane, you can clip enemies standing behind their minions by aiming for the edges between the minion wave and the side wall. If you land the stun, immediately auto-attack to drag the target back. Walk backwards as you drag to pull them further into your team's damage zone. This "drag and retreat" motion turns a simple stun into a death sentence by moving the enemy out of their own peel range. Mark/Dash is your bridge to the backline. The ideal combo is hitting Snowball on a squishy target, dashing to them, and immediately casting Fracture point-blank for a guaranteed stun. Save Impale (R) for later in the fight or for a different target, as using R immediately after a Snowball dash is often wasteful when the target is already in your face. Do not throw Snowball blindly from max range constantly, as whiffing leaves you with no gap-closer for several seconds. The single lane forces fights into tight clusters, making landing Fracture on multiple targets easier but leaving you vulnerable to crowd control chains. Use the edges of the lane to force enemies to choose between dodging into the wall or toward your teammates. When pushing the wave, stand inside your Crystal Spire zone to clear faster with the attack speed bonus. Your spacing should always threaten the pull, as even the threat of E zones enemies off the wave. Your job is to isolate the highest-value target that cannot escape you, usually the enemy ADC or mage. Use Impale to suppress and drag this specific target, actively walking backward to reposition them under your tower, into your Crystal Spire, or away from their healer. Do not use R on the tank or frontline unless peeling for your own carry, as dragging a tank into your team is often a mistake. Skarner is also a strong counter-engage tool; if the enemy dives your backline, turn around and use Fracture on the divers to save the fight. When your team is behind, Skarner shifts from an initiator to a peeler. Do not force engages if your team lacks the damage to kill the target you drag. Instead, protect your highest damage dealer by standing on top of them and using your CC chain to create space. Patience and peeling win the comeback, as desperation engages usually fail.

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Playstyle Guide

Playstyle / Team structure

Play guide

Skarner the Primordial Sovereign begins Mayhem ARAM as a lane bully who controls space through passive crystal zones rather than pure all-in dives. Position near the front of the minion wave and use Q Crystal Slash to last-hit minions while charging passive crystals. Once a crystal is charged, zone enemies off that area, forcing them to either respect the zone and lose farm or take free damage by walking in. The early trading rhythm involves waiting for enemies to step up for poke, landing E Fracture, and following up with Q and an auto-attack. Do not chase deep without passive zones active, as early damage is high but cooldowns are long, requiring immediate disengage after trades. Use Snowball defensively in the early game, saving it to dash to minions for escape against hard engage teams. Snowball can confirm a stun on squishy targets when landing a clean E, but only commit when teammates have cooldowns ready to follow up. Focus on stalling the wave near your side to farm passive crystals safely. If ahead from landing several E stuns, push the wave to force enemies under tower. If behind, give up the push entirely, play off the tower, land E from max range, and wait for gank support or a major augment power spike before hitting level 6. Mid game marks Skarner's power spike with points in Q and the ultimate online, transitioning into a primary engage threat. Position in river brush or off to the side of the lane to become a threat enemies cannot ignore. Standing in the open invites poke, while standing in fog forces enemies to face-check or use vision tools. The trading rhythm shifts to burst windows, looking for targets that have used escapes or major crowd control. Land E, stun them, and immediately use R Impale to drag them back toward the team. This stun-drag combo is the primary kill condition. Snowball becomes the primary engage tool, dashing to frontliners and instantly casting R on high-priority targets behind them to bypass the frontline. Augments define mid-game identity, with damage-oriented augments enabling assassin-style play for isolated picks, while tank or utility augments support warden-style play, absorbing poke and counter-engaging when enemies dive. Late game transforms Skarner into a decisive force where one good R can end the game. Position based on the enemy's biggest threat, flanking from the side against hyper-carries or staying with the backline to peel against strong engage teams. The trading rhythm slows, focusing on one clean initiation rather than small poke trades. Use Q to clear waves and check brushes, but avoid using E to poke unless it leads to a kill, as missing E removes the primary catch tool and signals enemies to engage. Snowball usage becomes high-risk, high-reward, closing gaps only when the team is ready to follow up. Push with numbers or cooldown advantage, taking towers or inhibitors immediately after winning fights. Patience wins late-game Skarner, waiting for enemies to make positioning errors and punishing instantly with R rather than forcing bad engages out of impatience.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Skarner the Primordial Sovereign excels as a zone-control threat when ahead, transforming crystal segments into safe zones for allies and death traps for overextended enemies. A gold lead should trigger an immediate shift from reactive to dictatorial play. Instead of fishing for perfect Impales, Skarner should shove waves with Q and empowered attacks, then stand on the enemy's side of health relics to force bad choices between losing tower health or walking into threat range. Key trigger conditions include having more gold than the enemy frontline, constant pillar uptime, or killing the same enemy twice consecutively. When ahead, Skarner should zone with pillars rather than chase. Placing pillars to cut off retreat paths and auto-attacking anything close is more valuable than chasing low-HP enemies past towers. Impale should be saved for punishing mispositions rather than initiation, guaranteeing kills without burning escape tools. Building resistances against the biggest damage threat allows Skarner to walk through frontlines, absorb cooldowns, and drag carries back even if it means dying for the trade. Absorbing Snowballs for squishy teammates denies enemy engage attempts and protects damage dealers. The most common throw pattern is overestimating survivability after a streak. Diving past two towers to chase a kill invites collapse and chain-CC before allies arrive. Long death timers at high levels mean one caught-out death can cost two towers and an inhibitor. Players should reset mentally after each kill and evaluate whether an objective is available, recalling if not. Simply being visible and healthy applies pressure that makes enemies waste abilities. When behind, Skarner feels sluggish with pillars that lack duration and a health pool that melts on engagement. Trigger conditions include being down kills, having a tower under 50% health, or facing significant enemy item advantages. The role shifts from playmaker to peeler and setup tool. Impale becomes a defensive suppression tool for catching divers, while pillars should block enemy dive angles rather than attempt aggressive placement in enemy backlines. Skarner should protect long-range allies and let them poke rather than forcing all-ins out of frustration. Snowball usage from behind should focus on repositioning, dodging key abilities, or closing gaps just enough to land E without committing to the jump. Augments providing healing, damage reduction, or revive effects become lifelines that cover fragility. Recovery is possible with waveclear and tower protection, as enemy carries grow impatient and make mistakes. However, unrecoverable states exist when the inhibitor is down, the enemy has Baron, and the team lacks waveclear while down 10 or more kills. In these situations, grouping as five and defending nexus towers while hunting one good Impale on an overconfident enemy offers the only realistic path to stall. Behind play requires accepting the bodyguard role rather than attempting hero plays that guarantee defeat.

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Champion Background

Lore / Identity / Text block

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Skarner the Primordial Sovereign operates around a single defining mechanic in ARAM: Mayhem. His passive creates zones on the map, and standing inside them grants bonus attack speed, movement speed, and mana regeneration. These zones are not optional. They are the engine that powers his entire play pattern. Fighting outside a zone leaves Skarner as a slow bruiser with no sustain, while fighting inside transforms him into a raid boss. The bonuses are significant enough that a level 3 Skarner inside a zone can trade evenly with ranged champions he would otherwise lose to. The mana regeneration is particularly critical in a mode where poke is constant, allowing him to spam abilities on cooldown without running dry. Players must check zone positions at the start of every fight and path through or toward them before committing. If enemies respect the zone, they give ground. If they ignore it, Skarner runs them down with the speed buff. Smart opponents will kite him out of zones and punish the sudden stat drop, so chasing a low-health target out of a zone is dangerous without E or R ready to close the gap instantly. Q serves as Skarner's primary damage tool, a short-range AoE slash that deals physical damage and applies on-hit effects. It has no cast time, allowing him to move and cast simultaneously, which makes him difficult to kite when he has movement speed from passive or W. The ability functions as wave clear, trading tool, and sustained damage source, with players weaving auto-attacks between Qs to maximize output. Q is the filler between E engages and the primary Conqueror stack builder in teamfights. However, using Q on cooldown while out of mana or out of range drains resources without effect, leaving Skarner unable to afford E or R when needed. W provides a shield and a burst of movement speed that decays over time. This is Skarner's only way to close distance on ranged champions who space correctly. The shield scales with health and should be activated the moment before taking damage or committing to a run-in. Using W too early allows the speed to decay before reaching the target and the shield to be chipped away by poke. Without E ready, a W engage results in being kited, the shield breaking, and taking free damage. Enemies can break the shield quickly with burst, leaving Skarner stranded. E is a linear skill shot that passes through minions and stops on the first champion hit, marking the target. Attacking a marked target stuns them and heals Skarner. This is his primary catch tool, and landing it often determines whether a pick succeeds or a dive fails. The projectile is fast but narrow, requiring prediction or close-range fire. The stun is not instant, requiring an auto-attack to trigger, so landing E at max range is risky if Skarner cannot reach the target in time. Missing E leaves him with no pressure for several seconds. R is Skarner's signature ability, suppressing a target champion and dragging them for a short duration. The range is short, requiring W or Flash to get into position. Once active, Skarner can move freely, dragging the target under tower, into his team, or away from their own team. Flash-R is a legitimate win condition if it catches an enemy carry. Using R on a full-health tank and dragging them into your own backline can throw a fight, and Quicksilver Sash or other cleanse effects break the suppression. R has a long cooldown, so whiffing it means the team loses its primary engage tool for the next fight.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Skarner in ARAM: Mayhem lives and dies by his Crystal Spires and his ability to close distance. The mode's chaos amplifies his strengths but also exposes bad habits faster than Summoner's Rift ever would. Fighting outside your Crystal Spire zone for extended periods causes you to lose the massive attack speed and movement speed bonus, shrinking your threat range and getting you kited to death while dealing negligible damage. Treat the Spire zone as your actual champion hitbox, and if a fight drifts outside, disengage or reposition to pull enemies back onto your territory. Missing E (Fracture) and immediately committing to the fight anyway leaves you with no hard crowd control and no way to set up your Q damage. E is your engagement license, so if it misses, pivot to peeling for your carry or waiting for the next cooldown. Wasting R (Impale) on a tank or support with no follow-up from your team drags a low-priority target into your team, potentially getting your backline killed by their AoE. Hold R for high-value carries or to peel assassins diving your backline, as suppressing the right champion for even a moment can swing a fight. Spamming Q (Crystal Slash) on cooldown when no enemies are in range drains your mana pool rapidly, and going OOM means you cannot cast E or R when it matters. Save Q for when you are in melee range or securing a wave. Flashing forward to R without checking if the enemy has QSS or a cleanse augment results in them breaking the suppression instantly, wasting flash, and leaving you deep in enemy territory with no escape tools. Track who has bought Quicksilver Sash or taken cleanse-type augments, and test their reactions with a smaller commitment first. Chasing a low-health enemy deep into their side of the map while your team is dead or retreating often loses more objectives or tower health than you gain. Assess the wave state and your team's position before committing to a chase. Engaging 1v5 because you think your shield makes you invincible gets you burst down before your team can follow up, as Mayhem damage scaling melts through your W shield in a split second. Wait for your team to poke or for the enemy to overextend, as Skarner is a follow-up engager or counter-engager, not a solo frontliner in this mode. Ignoring the enemy backline to duel their frontline tank wastes time hitting a high-resistance target while their ADC and mage freely shred your team. Use your speed and E to bypass the frontline when possible, as your R is one of the best tools to delete a backliner by dragging them into your team. Building pure damage when your team already has multiple carries makes you a squishy diver who dies on contact, leaving your team without a reliable frontline. Adapt your build to the team composition, as your utility and crowd control are valuable enough without full damage items. Taking Snowball and never using it to engage, only to escape, wastes a summoner spell slot, since Snowball is Skarner's best tool to close gaps in ARAM. Use Snowball to mark a target, then follow up with E or R to bypass their frontline. Giving up on the Spire contest because the enemy keeps stealing it means playing the entire game without your passive bonuses, effectively fighting at half strength. Contest the Spire with your team and treat it like an objective.

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FAQ

Skarner

FAQ

What makes Skarner strong in ARAM: Mayhem? He excels at locking down single targets and forcing unfair fights with his ultimate. The Mayhem pace means you land more E stuns and R grabs before enemies can react. You become a zone controller who decides when someone dies. How do I land his E more consistently? Aim at the edges of minion waves rather than through them. The projectile stuns on reactivation, so fire it where enemies step forward to poke. If you miss, back off until it comes back up since you have no other reliable engage. When should I use his ultimate? Grab the highest-priority target your team can burst down instantly. Drag them under your tower or into your entire team for a guaranteed kill. Don't waste it on a tank unless your team has no other way to start a fight.

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