ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #49

Heimerdinger ARAM Mayhem Build & Best Augments

Heimerdinger role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around sustained DPS. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include long-range poke, stun threat. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Heimerdinger Heimerdinger the Revered Inventor Mage
TierT2
Rank#49
Win Rate51.56%
Pick Rate0.63%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate53.32%
Pick Rate14.26%
#2
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

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

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

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

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

+12 Magic Penetration +45 Move Speed

Win Rate53.30%
Pick Rate5.83%
#3
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate51.99%
Pick Rate5.14%

Situational itemstop 12

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

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

53.08%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

52.97%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

52.96%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

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

53.91%
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

51.90%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

53.86%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

49.47%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

52.68%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

50.01%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

53.46%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

50.78%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

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

53.08%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

53.80%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

53.80%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

55.98%
Fated Ashes Fated Ashes Fated Ashes
Total Price
900
Price
500

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

52.52%
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.

52.52%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
56.18%
Pick Rate
7.60%
Games
1,392

Your pets deal 40% increased damage as well as gain 40% bonus health and size.

View augment details
GoldT156.18%7.60%1,392
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
56.08%
Pick Rate
13.75%
Games
2,518

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

View augment details
GoldT156.08%13.75%2,518
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
55.99%
Pick Rate
6.75%
Games
1,236

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
GoldT155.99%6.75%1,236
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
55.67%
Pick Rate
4.43%
Games
812

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

View augment details
SilverT155.67%4.43%812
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.50%
Pick Rate
6.35%
Games
1,164

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

View augment details
GoldT155.50%6.35%1,164
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.98%
Pick Rate
5.70%
Games
1,044

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
GoldT154.98%5.70%1,044
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.81%
Pick Rate
5.05%
Games
925

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

View augment details
PrismaticT154.81%5.05%925
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.94%
Pick Rate
6.51%
Games
1,192

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT153.94%6.51%1,192
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.85%
Pick Rate
10.48%
Games
1,920

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

View augment details
PrismaticT153.85%10.48%1,920
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
53.54%
Pick Rate
17.88%
Games
3,276

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
GoldT153.54%17.88%3,276
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
52.53%
Pick Rate
8.43%
Games
1,544

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
SilverT152.53%8.43%1,544
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.20%
Pick Rate
10.07%
Games
1,845

Gain ability haste equal to 30% AP .

View augment details
PrismaticT152.20%10.07%1,845
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.68%
Pick Rate
7.82%
Games
1,432

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

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GoldT151.68%7.82%1,432
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.56%
Pick Rate
6.12%
Games
1,121

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

View augment details
SilverT151.56%6.12%1,121
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.40%
Pick Rate
5.64%
Games
1,033

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT151.40%5.64%1,033
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.94%
Pick Rate
10.79%
Games
1,977

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

View augment details
PrismaticT150.94%10.79%1,977
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
50.84%
Pick Rate
6.15%
Games
1,127

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

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SilverT150.84%6.15%1,127
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
50.76%
Pick Rate
12.26%
Games
2,246

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

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SilverT150.76%12.26%2,246
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.67%
Pick Rate
20.42%
Games
3,740

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT150.67%20.42%3,740
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
50.59%
Pick Rate
6.47%
Games
1,186

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

View augment details
SilverT150.59%6.47%1,186
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.54%
Pick Rate
13.65%
Games
2,501

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

View augment details
PrismaticT150.54%13.65%2,501
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
50.48%
Pick Rate
5.09%
Games
933

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
SilverT150.48%5.09%933
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.34%
Pick Rate
5.56%
Games
1,019

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT150.34%5.56%1,019
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.90%
Pick Rate
5.21%
Games
954

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

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GoldT149.90%5.21%954
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
49.88%
Pick Rate
7.05%
Games
1,291

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

View augment details
SilverT149.88%7.05%1,291
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
49.19%
Pick Rate
7.40%
Games
1,356

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

View augment details
GoldT149.19%7.40%1,356
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
49.00%
Pick Rate
8.73%
Games
1,600

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

View augment details
SilverT149.00%8.73%1,600
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.76%
Pick Rate
6.58%
Games
1,206

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT148.76%6.58%1,206
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
47.93%
Pick Rate
8.97%
Games
1,644

Grants 18% armor penetration and magic penetration .

View augment details
GoldT147.93%8.97%1,644
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.50%
Pick Rate
1.98%
Games
363

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

View augment details
PrismaticT259.50%1.98%363
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.56%
Pick Rate
2.12%
Games
389

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

View augment details
PrismaticT256.56%2.12%389
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
54.95%
Pick Rate
1.99%
Games
364

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
GoldT254.95%1.99%364
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
54.80%
Pick Rate
2.16%
Games
396

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

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GoldT254.80%2.16%396
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.24%
Pick Rate
2.45%
Games
448

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.24%2.45%448
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
54.14%
Pick Rate
1.85%
Games
338

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
GoldT254.14%1.85%338
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.70%
Pick Rate
3.10%
Games
568

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
GoldT253.70%3.10%568
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.53%
Pick Rate
2.01%
Games
368

Gain 2 Stat Anvils .

View augment details
SilverT253.53%2.01%368
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.46%
Pick Rate
3.39%
Games
621

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

View augment details
GoldT253.46%3.39%621
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
53.39%
Pick Rate
3.70%
Games
678

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

View augment details
GoldT253.39%3.70%678
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
52.76%
Pick Rate
3.47%
Games
635

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

View augment details
SilverT252.76%3.47%635
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.26%
Pick Rate
1.57%
Games
287

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
GoldT252.26%1.57%287
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
51.58%
Pick Rate
1.56%
Games
285

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
GoldT251.58%1.56%285
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.44%
Pick Rate
3.41%
Games
624

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
GoldT251.44%3.41%624
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
51.16%
Pick Rate
1.89%
Games
346

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

View augment details
GoldT251.16%1.89%346
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.15%
Pick Rate
2.38%
Games
436

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
SilverT251.15%2.38%436
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
50.73%
Pick Rate
1.86%
Games
341

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

View augment details
SilverT250.73%1.86%341
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.58%
Pick Rate
3.76%
Games
688

Grants 60 ability haste .

View augment details
GoldT250.58%3.76%688
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.35%
Pick Rate
3.13%
Games
574

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
GoldT250.35%3.13%574
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.34%
Pick Rate
1.62%
Games
296

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
SilverT250.34%1.62%296
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
50.31%
Pick Rate
3.54%
Games
648

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

View augment details
GoldT250.31%3.54%648
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.23%
Pick Rate
3.63%
Games
665

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

View augment details
GoldT250.23%3.63%665
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.89%
Pick Rate
2.47%
Games
453

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

View augment details
PrismaticT249.89%2.47%453
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.36%
Pick Rate
3.85%
Games
705

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

View augment details
SilverT249.36%3.85%705
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
48.22%
Pick Rate
2.76%
Games
506

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT248.22%2.76%506
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.00%
Pick Rate
1.77%
Games
325

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT248.00%1.77%325
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.59%
Pick Rate
1.93%
Games
353

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

View augment details
GoldT247.59%1.93%353
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.10%
Pick Rate
1.68%
Games
308

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

View augment details
SilverT246.10%1.68%308
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
46.09%
Pick Rate
3.35%
Games
614

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
GoldT246.09%3.35%614
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
46.08%
Pick Rate
2.71%
Games
497

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

View augment details
GoldT246.08%2.71%497
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
45.82%
Pick Rate
2.03%
Games
371

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

View augment details
GoldT245.82%2.03%371
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
44.89%
Pick Rate
3.64%
Games
666

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

View augment details
GoldT244.89%3.64%666
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.00%
Pick Rate
1.64%
Games
300

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
PrismaticT244.00%1.64%300
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
61.28%
Pick Rate
1.28%
Games
235

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
SilverT361.28%1.28%235
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.38%
Pick Rate
0.94%
Games
173

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
PrismaticT358.38%0.94%173
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
58.29%
Pick Rate
1.02%
Games
187

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

View augment details
SilverT358.29%1.02%187
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.39%
Pick Rate
1.26%
Games
230

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
PrismaticT357.39%1.26%230
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
56.45%
Pick Rate
1.02%
Games
186

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

View augment details
GoldT356.45%1.02%186
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.18%
Pick Rate
1.46%
Games
267

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

View augment details
PrismaticT356.18%1.46%267
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.26%
Pick Rate
1.22%
Games
223

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT354.26%1.22%223
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.67%
Pick Rate
1.41%
Games
259

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
PrismaticT353.67%1.41%259
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.10%
Pick Rate
0.79%
Games
145

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
PrismaticT353.10%0.79%145
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
52.97%
Pick Rate
1.29%
Games
236

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

View augment details
GoldT352.97%1.29%236
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.84%
Pick Rate
0.96%
Games
176

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT352.84%0.96%176
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.71%
Pick Rate
0.70%
Games
129

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
PrismaticT352.71%0.70%129
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
52.27%
Pick Rate
0.96%
Games
176

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT352.27%0.96%176
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
52.21%
Pick Rate
0.74%
Games
136

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

View augment details
SilverT352.21%0.74%136
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.19%
Pick Rate
1.24%
Games
228

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

View augment details
PrismaticT352.19%1.24%228
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
51.05%
Pick Rate
0.78%
Games
143

Gain 15% omnivamp .

View augment details
SilverT351.05%0.78%143
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
50.68%
Pick Rate
1.20%
Games
219

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

View augment details
SilverT350.68%1.20%219
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.87%
Pick Rate
0.73%
Games
133

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT348.87%0.73%133
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.10%
Pick Rate
0.86%
Games
158

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

View augment details
GoldT348.10%0.86%158
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.62%
Pick Rate
1.03%
Games
189

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
GoldT347.62%1.03%189
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
46.73%
Pick Rate
1.17%
Games
214

Grants 50% critical strike chance .

View augment details
GoldT346.73%1.17%214
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
46.09%
Pick Rate
1.33%
Games
243

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
GoldT346.09%1.33%243
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.95%
Pick Rate
1.21%
Games
222

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

View augment details
PrismaticT345.95%1.21%222
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
45.86%
Pick Rate
0.86%
Games
157

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
SilverT345.86%0.86%157
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
44.10%
Pick Rate
1.06%
Games
195

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

View augment details
GoldT344.10%1.06%195
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.00%
Pick Rate
0.68%
Games
125

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

View augment details
PrismaticT344.00%0.68%125
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.06%
Pick Rate
1.18%
Games
216

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

View augment details
GoldT343.06%1.18%216
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
42.52%
Pick Rate
1.17%
Games
214

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

View augment details
GoldT342.52%1.17%214
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
41.98%
Pick Rate
0.72%
Games
131

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

View augment details
SilverT341.98%0.72%131
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.96%
Pick Rate
1.22%
Games
224

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

View augment details
PrismaticT341.96%1.22%224
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.76%
Pick Rate
0.93%
Games
170

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

View augment details
PrismaticT341.76%0.93%170
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
63.30%
Pick Rate
0.60%
Games
109

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
PrismaticT463.30%0.60%109
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
57.14%
Pick Rate
0.46%
Games
84

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

View augment details
SilverT457.14%0.46%84
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
56.18%
Pick Rate
0.49%
Games
89

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
SilverT456.18%0.49%89
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
54.55%
Pick Rate
0.30%
Games
55

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT454.55%0.30%55
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.76%
Pick Rate
0.51%
Games
93

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
PrismaticT453.76%0.51%93
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.33%
Pick Rate
0.66%
Games
120

Grants 3 random Dragon Souls .

View augment details
PrismaticT453.33%0.66%120
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.78%
Pick Rate
0.39%
Games
72

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

View augment details
PrismaticT452.78%0.39%72
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.54%
Pick Rate
0.64%
Games
118

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
SilverT452.54%0.64%118
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
52.00%
Pick Rate
0.41%
Games
75

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

View augment details
GoldT452.00%0.41%75
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
51.81%
Pick Rate
0.45%
Games
83

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
SilverT451.81%0.45%83
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.79%
Pick Rate
0.31%
Games
56

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

View augment details
PrismaticT451.79%0.31%56
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
51.35%
Pick Rate
0.61%
Games
111

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

View augment details
GoldT451.35%0.61%111
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
50.85%
Pick Rate
0.32%
Games
59

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
GoldT450.85%0.32%59
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.46%
Games
84

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
PrismaticT450.00%0.46%84
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.40%
Games
74

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

View augment details
PrismaticT450.00%0.40%74
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
49.17%
Pick Rate
0.66%
Games
120

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
SilverT449.17%0.66%120
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.00%
Pick Rate
0.55%
Games
100

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
GoldT449.00%0.55%100
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
47.90%
Pick Rate
0.65%
Games
119

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
SilverT447.90%0.65%119
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
46.73%
Pick Rate
0.58%
Games
107

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

View augment details
SilverT446.73%0.58%107
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.60%
Pick Rate
0.56%
Games
103

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

View augment details
SilverT446.60%0.56%103
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
44.64%
Pick Rate
0.31%
Games
56

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

View augment details
GoldT444.64%0.31%56
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
44.26%
Pick Rate
0.33%
Games
61

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT444.26%0.33%61
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.09%
Pick Rate
0.51%
Games
93

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

View augment details
PrismaticT444.09%0.51%93
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.88%
Pick Rate
0.53%
Games
98

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

View augment details
PrismaticT443.88%0.53%98
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.24%
Pick Rate
0.61%
Games
111

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
PrismaticT443.24%0.61%111
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
42.19%
Pick Rate
0.35%
Games
64

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
GoldT442.19%0.35%64
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
40.00%
Pick Rate
0.44%
Games
80

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
SilverT440.00%0.44%80
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
39.68%
Pick Rate
0.34%
Games
63

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
PrismaticT439.68%0.34%63
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.29%
Pick Rate
0.31%
Games
56

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
PrismaticT439.29%0.31%56
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
37.74%
Pick Rate
0.29%
Games
53

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

View augment details
SilverT437.74%0.29%53
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
36.71%
Pick Rate
0.43%
Games
79

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

View augment details
PrismaticT436.71%0.43%79
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
36.07%
Pick Rate
0.33%
Games
61

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT436.07%0.33%61
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
32.31%
Pick Rate
0.35%
Games
65

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
GoldT432.31%0.35%65
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
31.48%
Pick Rate
0.29%
Games
54

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

View augment details
PrismaticT431.48%0.29%54

Heimerdinger Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal skill order: R > Q > W > E.

RWQE

Poke or spell-hit augments: consider R > W > Q > E if your fights are starting at long range and your team has enough peel without extra turret threat.

RQWE

Start Q, take E early, then W, and max Q first in most Mayhem games.

Heimerdinger Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Heimerdinger counters these champions in ARAM: Mayhem.

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

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

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

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

Udyr Udyr Udyr T4
Tier
T4
Rank
#138
Win Rate
47.14%
Pick Rate
0.33%

Udyr the Spirit Walker Udyr is a stance-swapping brawler who never stops moving. He doesn't have a dash or a leap on a cooldown timer; his entire kit is about cycling through four animal stances to keep his movement speed high and his damage output constant. In ARAM: Mayhem, he is a relentless bruiser or tank who thrives in the chaos of constant fighting. He runs at people, soaks damage, and disrupts enemy positioning with repeated crowd control. His signature pattern is stance dancing. You do not pick one ability and spam it. You activate a stance, gain its immediate effect, and then switch to the next one to keep the rhythm going. In Mayhem, where ability haste and mana regeneration are plentiful, Udyr cycles through his stances much faster than he does on Summoner's Rift. This means his empowered attacks and crowd control are almost always available. What changes in ARAM: Mayhem is his ability to engage and sustain. On other maps, Udyr struggles to close the gap against a coordinated team that can kite him backward. In the single lane of ARAM, there is nowhere to run. He uses the constant stream of gold and experience to become a stat-check monster earlier in the game. The Mayhem environment, often filled with high-damage mages and squishy carries, gives Udyr clear targets to run down. If he gets ahead, he becomes an unkillable disruptor that forces the enemy team to focus him or die. View champion guide

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

Singed Singed Singed T1
Tier
T1
Rank
#28
Win Rate
52.96%
Pick Rate
0.68%

Singed Singed is the classic poison bruiser and fight disruptor. He is not here to duel cleanly or play front-to-back like a normal tank. He wants to run straight through the mess, leave poison behind him, and make every chase feel bad for the enemy. His pattern is simple: move fast, annoy everyone, and keep people in bad positions. If enemies follow him, they take damage and lose formation. If they ignore him, he gets to keep pressuring the fight space. That makes him best when the enemy team is clumped up or forced to move through tight skirmishes. In ARAM: Mayhem, that identity gets even stronger. The mode is built around constant fighting and extra power swings, so Singed gets more chances to turn chaos into value. He likes long scrappy fights, speed-heavy setups, and any augment or item path that helps him stay alive while his poison does the work. Play him like a walking trap: start the mess, drag enemies through it, and punish anyone who chases too far. View champion guide

Read counter details

Countered By

6

Heimerdinger is countered by these champions in ARAM: Mayhem.

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

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

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

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

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

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

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

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

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

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Read counter details

Heimerdinger Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

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

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

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

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

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Hard engage tanks: Malphite, Amumu, Leona, Nautilus

These champions solve Heimerdinger’s biggest problem: enemies choosing not to fight inside his setup. A hard engage tank pins or displaces targets long enough for Heimer to layer grenade, rockets, turret fire, and ultimate pressure without needing to walk into danger first.

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

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

Pyke Pyke Pyke T3
Tier
T3
Rank
#122
Win Rate
48.56%
Pick Rate
0.71%

Pyke the Bloodharbor Ripper Pyke is a support assassin designed to execute low-health targets and share the gold with his teammates. He plays as a lane bully who fishes for picks with Bone Skewer (Q) and sets up kills with Ghostwater Dive (W). His entire identity revolves around his ultimate, Death from Below (R), which executes enemies and grants bonus gold to the last ally to assist. In ARAM: Mayhem, he is a relentless kill-stealer who turns every skirmish into a gold fountain for his team. Mayhem accelerates his already aggressive playstyle. The mode's increased gold generation and constant fighting mean Pyke hits his power spikes faster and finds more execute opportunities. He thrives in the chaos, slipping in and out of combat with his camouflage and mobility. The single-lane format forces enemies to cluster, making his Phantom Undertow (E) stun easier to land on multiple targets. He is not a traditional healer or shielder; he keeps his allies alive by killing the enemy first and sharing the wealth. View champion guide

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

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

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

Displacement and hook champions: Blitzcrank, Thresh, Pyke, Sett

Pulls and forced movement are brutal with Heimer because they drag enemies into a prepared damage pocket. Heimer does not need a long chase if the target is delivered into turrets and then blocked from leaving by crowd control or body pressure.

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

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

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

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

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. View champion guide

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

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

Peel enchanters and defensive supports: Lulu, Janna, Milio, Karma

Heimerdinger is at his most annoying when divers cannot finish him. Shields, speed, knockback, disengage, and defensive buffs let him hold ground long enough for turrets to matter. These teammates turn enemy all-in attempts into extended fights, which usually favors Heimer’s zone control.

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

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

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

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Area control mages: Anivia, Veigar, Viktor, Ziggs

Control mages stack denial with Heimer. Walls, cages, gravity fields, mines, and long-range wave clear make the bridge feel smaller, and Heimer’s turrets punish any enemy that has to wait inside a restricted zone. Together they win by controlling where the fight is allowed to happen.

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

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

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

Front-to-back damage carries: Jinx, Kog’Maw, Varus, Azir

Heimerdinger helps sustained carries by making the enemy approach predictable. Turrets and grenade zones discourage flanks, while the carry punishes anyone who gets stuck fighting through the setup. Heimer is not always the finisher in these teams; he is often the champion who makes the carry’s damage safe and easy to apply.

Heimerdinger ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and Zone ControlHeimerdinger excels at slow bridge stalls, parking turrets near the wave to choke the lane and punish enemies who walk into his setup.He becomes a mobile trap control specialist. Turrets are temporary fighting tools that must move with the fight, not sit in one perfect spot.Place turrets where the next trade will happen, not where the last wave died.
Grenade UsageGrenade can be thrown freely for poke or wave pressure when enemies group, serving as general crowd control.Grenade is your fight switch. Wasting it before enemy engage is a real mistake; hold it for assassins, divers, or Snowball users.Save grenade to stop engages; landing it lets turrets and rockets work.
Tempo and ResettingHeimerdinger has time to reset his nest. Lose turrets, wait, replace them, and resume the siege at a comfortable pace.Fewer clean resets exist. Immediately decide to advance, retreat, or defend; standing still to rebuild a perfect triangle invites collapse.Support your next decision immediately; do not rebuild stationary nests.
Teamfight SpacingStanding near your turrets is usually correct since they protect you and punish anyone who enters the zone.Standing on top of turrets invites area damage and hard engage. Offset yourself so enemies choose between clearing turrets or chasing you.Make enemies choose multiple targets; never let one spell hit everything.
Ultimate ChoiceUpgraded turret dominates static fights where enemies must stay near it, offering sustained zone pressure.Choice is matchup-driven. Use upgraded grenade for catches, rockets for immediate damage, or turret when enemies must fight into you.Adapt ultimate to enemy mobility; do not default to upgraded turret.
Snowball UseHeimerdinger often does not want Snowball at all, preferring range, control, and enemies walking into him.Snowball is defensive or follow-up, not default engage. Use to punish caught targets or reposition after assassins overcommit.Never abandon your turret field to engage; Snowball removes your advantage.

Champion Analysis

Role / Current performance

Overview

In ARAM: Mayhem, Heimerdinger the Revered Inventor functions as a ranged mage-controller specializing in powerful zone control and excellent sustained damage. His identity centers on strategic turret deployment, making him one of the most dominant mages in this mode. Heimerdinger's passive, Techmaturgical Repair Bots, provides turret-based bonus magic damage on basic attacks against enemies hit by turrets, reinforcing his synergistic damage pattern. His core ability, H-28G Evolution Turret, allows Heimerdinger to deploy up to three automated turrets simultaneously that attack nearby enemies. Strategic turret placement is essential for maximizing both damage output and zone control. Proper positioning of turrets creates threatening zones that enemies must navigate, forcing unfavorable positioning and enabling team control over key areas of the lane. Hextech Micro-Rockets serves as his primary poke tool, firing multiple rockets that deal magic damage to targets. This ability provides reliable ranged harassment between turret engagements. His E, CH-2 Electron Storm Grenade, functions as his core crowd control tool, throwing a grenade that stuns enemies in the blast area. This AoE stun is extremely valuable in Hextech Mayhem, providing critical crowd control that can initiate fights or peel for teammates. Heimerdinger's ultimate, Upgrade!, enhances his next basic ability and requires situational decision-making. Upgrading Q deploys a super turret with enhanced damage and range for sustained zone dominance. Upgrading W fires a massive slow-zone rocket for area control and chase potential. Upgrading E throws a slow-field grenade for extended crowd control utility. Heimerdinger must choose the optimal upgrade based on the combat situation, balancing damage needs against crowd control requirements. His turret-based zone control defines his strategic value, allowing him to control space and force enemies into disadvantageous positions. The combination of automated turret damage, rocket poke, and grenade crowd control creates a layered threat pattern that rewards strategic positioning and ability timing. Heimerdinger excels at holding ground and creating kill zones where enemies cannot safely engage. His sustained damage output through turrets makes him particularly effective in extended fights where his zone control can fully develop. Success with Heimerdinger requires understanding when to establish turret positions, how to layer abilities for maximum control, and which ultimate upgrade best serves the current team fight scenario.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Heimerdinger the Revered Inventor functions as a zone controller rather than a front-line mage, with optimal fights occurring when enemies must navigate through turret areas, absorb poke while clearing waves, or commit into grenade punish. Standing ahead of the setup turns Heimerdinger into an engage target, while positioning slightly behind turrets with angles for grenades and rockets forces enemies to choose between clearing machines, dodging skillshots, or starting unfavorable fights. Heimerdinger requires a pre-built battlefield before engaging. Turrets should cover the minion path and one lane side before the team walks forward, creating opportunities to punish enemies who step forward to clear. Snowball serves as a follow-up tool rather than a blind entry; taking it when turrets are behind removes Heimerdinger from the damage zone. Snowball should be used only when targets are low, crowd controlled, isolated, or within team threat range. Fights should start around enemy last-hits and turret clears, punishing melee champions who walk up to hit turrets with grenades and rockets. Grenades should be held when enemy divers are missing, as the stun or displacement stops engages from becoming wipes. When divers commit into the turret nest, the strongest response should land on their landing spot while kiting backward through machines. Empowered casts are strongest when changing fight shape, such as stopping dives or deleting clumped waves, rather than for light poke. A fallback turret pocket positioned behind the current line provides retreat coverage during enemy engages. Off-center positioning avoids straight-line skillshot punishment in the narrow lane. Turrets should be spread enough to require multiple enemy clears but close enough that divers cannot walk through individually. When escaping, kiting through placed turrets before using Snowball defensively creates damage and threat first. Target priority focuses on champions who must walk forward, punishing frontline entries until they become too low to engage, then switching to carries when trapped by terrain, minions, or allied crowd control. Push rhythm applies when the team has poke advantage or enemy engage is on cooldown, using turret pressure to chip towers and force bad clears. Pulling the wave when enemies have stronger engage or setup was cleared provides room to rebuild. After winning fights, turrets should be placed for the next response rather than only tower damage. Dives require enemies to already be controlled, low, or separated from peel, with turret placement beforehand whenever possible. Immediate retreat after kills prevents counter-kills. When behind, controlling one side, brush entrance, or retreat path works better than contesting the whole lane. Wave clear takes priority over poke to remove enemy engage tools. Defensive casts should target the first diver rather than lowest-health targets. Some turrets are disposable trades when enemies use major spells to clear them. The clean Heimerdinger game remains patient, building zones that enemies must walk into and chasing only when kills are prepared.

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Playstyle Guide

Playstyle / Team structure

Play guide

Heimerdinger the Revered Inventor wins ARAM: Mayhem fights by establishing turret zones before engaging, then forcing enemies to walk into his prepared ground. His core playstyle revolves around positioning slightly behind the front line and placing turrets to protect the lane space his team wants to control. Against hard engage compositions, he sets up closer to his side of the lane so enemies must pass through turret fire. Against poke compositions, he spreads turrets so single skillshots cannot clear everything at once. Early trading works best when enemies step up to last-hit, clear turrets, or dodge allied spells. Heimerdinger lets his turret line create pressure first, then adds rockets or grenade when enemies commit to predictable paths. If grenade misses and turrets are down, he stops trading entirely, as that window allows melee champions and Snowball users to punish him. Snowball serves as a defensive and follow-up tool early, not an engage button. He wins by making enemies walk into him, not by flying into five people. Augment choices should support holding space and surviving the first all-in, prioritizing repeated casting, zone control, turret uptime, shields, movement, or anti-dive reliability over greedy damage options. Push when the team has stronger poke or sustain; stall when enemies have strong engage from fog or when turret setup prevents dives. Mid game transforms Heimerdinger into a trap-setter who decides fights before they begin. He stands off-center near turrets with enough distance that enemy engage must pass through his zone. Rockets work best against slowed targets or those boxed in by minions and turrets. Grenade becomes too valuable to waste into full vision with no setup, saved instead for assassins, divers, or Snowball marks threatening the backline. Late game demands discipline. He positions where turrets, carries, and escape routes connect, never standing furthest forward unless enemy engage is down. Late trades focus on forcing bad cooldowns rather than chip damage. Snowball becomes dangerous because one bad recast can lose the game, so he uses it to mark flankers or follow fights already won. The overall pattern requires setting turrets before trading, kiting through established setups during fights, moving the setup forward after won fights rather than overchasing, and rebuilding close after lost fights while forcing enemies to dive through damage. Heimerdinger punishes impatience better than he wins open-field chases, making his comeback window the moment enemies get impatient and overextend into his prepared zone.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Heimerdinger the Revered Inventor excels when he converts health leads into controlled zone denial rather than chasing kills. When ahead, the priority is turning the lane into a no-walk zone where enemies lose health before the real fight begins. Turret placement should spread across angles covering minion waves, health relic paths, and retreat routes rather than stacking in one vulnerable pile. This prevents single area spells from removing the entire setup and stops assassins from getting clean Snowball follow-ups. Fighting after enemies spend engage tools maximizes effectiveness, as Heimerdinger is strongest when opponents are already committed. The stun should function as a punishment tool held for champions crossing into turret range rather than fishing at max range, since landing it after commitment allows turrets and allies to immediately hit the locked target. Empowered casts should decide fights rather than being spent simply because they are available, with choices between zone control, burst, or defensive peel based on what actually ends the skirmish. When behind, Heimerdinger must slow the game and make enemies pay for overextension rather than trying to win the lane at once. Defensive turret placement near the backline and tower approach buys time and creates punish zones for impatient divers. Clearing minion waves takes priority over champion poke, as minions are the enemy's safest siege tool. Crowd control should be held for dive denial, saving the stun for champions entering kill range rather than throwing it early. Empowered casts stabilize rather than style, used to clear pressure, save carries, or create real kills. Comeback fights come from pre-placing turrets around paths enemies want to use, then punishing their greed with crowd control and layered spells when they step forward for relics or tower damage. Augment choices while ahead should lean into damage and zone control if enemies cannot reach you, but cover escape weaknesses if one reliable diver exists. If the team lacks engage, augments that help start controlled fights become more valuable than pure scaling. While behind, survival augments take priority if dying before turrets matter, while casting uptime and area coverage help when teams cannot clear waves. If enemies outrange you, reach or punish tools provide answers without walking into engage. Teams with no frontline require peel options first, as a behind Heimerdinger with peel can still stall while one with only damage gets deleted. Critical throw patterns include walking past turrets for poke when enemies have Snowball or hook access, all-inning through fresh waves with turrets behind you, and disrespecting respawn momentum by staying for one more plate with low health and exhausted cooldowns. Behind, the worst mistakes are contesting middle with no turret base, following allies into long chases past your setup, panic-casting everything into the enemy tank, and sprinting forward immediately after a successful defense instead of rebuilding turrets and letting allies catch up.

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Champion Background

Lore / Identity / Text block

Background copy

Heimerdinger the Revered Inventor defines his identity in ARAM: Mayhem through territorial control and zone denial rather than raw burst or mobility. His passive, Hextech Affinity, grants him bonus movement speed near his own machines, transforming his turret zone into a space where he can sidestep skillshots, reposition for rockets, and kite enemies who commit too deeply. This mechanic rewards players who stay mobile within their setup rather than standing still, and it forms the foundation of his ability to punish divers and engage attempts. His Q, H-28G Evolution Turret, creates the physical territory he controls. Turrets serve as lane pressure, anti-dive tools, and choke-point denial. In Mayhem, successful Heimerdinger players place turrets where fights actually occur, staggering them to prevent area spells from erasing the entire setup. Turrets attack enemies in range but become significantly more dangerous when Heimerdinger lands other abilities that direct or empower their fire. Poor placement leaves him without territory, making his other abilities easier to dodge and allowing enemies to engage freely. W, Hextech Micro-Rockets, provides his most direct poke and burst tool. It punishes enemies who stand still to clear turrets or position predictably. The ability rewards patience; firing after enemies commit to a path or become slowed, stunned, or trapped yields far better results than hopeful max-range casts. Missing W removes much of Heimerdinger's immediate threat, creating a window for opponents to clear machines or start fights. E, CH-2 Electron Storm Grenade, functions as his key control spell and the ability that transforms turret damage and rockets from nuisance into kill threat. In Mayhem, saving E for enemies who actually commit is crucial. A missed grenade signals to divers that they can enter his turret nest without his best peel tool available. The ability is easier to land when enemies walk through narrow spaces, attack turrets, or recover from other crowd control. His ultimate, UPGRADE!!!, empowers his next basic ability and demands quick decision-making before fights begin. R-Q creates a sustained zone enemies cannot ignore, R-W delivers burst after crowd control lands, and R-E provides larger-area control for stopping hard engages. The flexibility defines his teamfight impact; choosing the wrong empowered spell after the best window passes wastes his biggest swing tool. Heimerdinger wins fights by making enemy engages fail through layered turret zones, well-timed grenades, and rockets fired into disrupted targets, all while maintaining positioning that keeps his passive active and his machines relevant.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Heimerdinger wins Mayhem fights by making the enemy walk through a prepared zone. Most bad games start when you treat him like a normal backline mage and forget that his damage needs setup. Your checklist is simple: place turrets before the fight, aim your crowd control where enemies must move, and do not spend your empowered spell just because it is available. Mechanical mistakes often begin with turret placement. Dropping all turrets in one tight clump allows a single enemy area spell or engage to clear the whole setup. The correct approach is staggering turrets across the lane so enemies must choose between clearing one side, stepping into another, or giving up the choke. Place at least one turret far enough back to keep firing after the front line collapses. If the nest gets wiped, kite back and rebuild around the next minion wave or allied crowd control. Grenade mistakes involve throwing directly at a target already moving sideways, which causes a miss and signals to divers that they can enter. Aim the grenade at the enemy's next step and use it on chokepoints, after an ally slow, after Snowball connects, or when the enemy commits to a path. Rocket mistakes involve firing from maximum range with no setup, resulting in damage being sidestepped. Use rockets when enemies are slowed, pinned by minions, walking through turret fire, or forced to dodge another threat. Empowering the wrong spell out of habit spends the biggest fight tool on low-value poke, leaving nothing when enemy engage starts. Decide the empowered spell before the fight: empowered turret for defending an area, empowered grenade for stopping a dive, and empowered rockets when a target cannot dodge cleanly. Placing turrets after enemies have already reached you means the turret does not protect in time. Place turrets before the enemy crosses the danger line. Standing in front of the turret line to protect it makes you the easiest target while enemies also clear the turrets. Stand at an angle with room to retreat. Using Snowball aggressively without a prepared landing zone arrives you as a fragile mage with no turret nest and no safe exit. Use Snowball mainly as punish or follow-up when the target is isolated or controlled. Decision mistakes include fighting in open space when the team could hold a choke, which allows enemies to dodge skillshots more easily and clear turrets without committing. Drag fights toward terrain and choke points. Playing every wave like a permanent siege when enemies have stronger engage ready leads to overpushing and giving the enemy a clean start. Chasing kills beyond the turret zone leaves the area where Heimerdinger is strongest and hands the enemy counter-engage opportunities. Ignoring turret health and enemy clear patterns causes players to assume control of space that is already gone. Watch which enemy spells are being used to clear turrets and contest harder when their clear is down. Choosing augments or items only for personal damage when the team needs control or survival leaves players too fragile before their damage matters. Treating Heimerdinger as the primary engager causes players to walk into range, miss the first spell under pressure, and lose the defensive value the kit brings. Let allies with safer engage start fights. Staying in lane on low health because turrets are still up allows enemies to ignore the setup and finish you with clean poke. When low, play from the back edge of the setup and let turrets buy time. The biggest Heimerdinger trap is impatience.

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FAQ

Heimerdinger

FAQ

Is Heimerdinger a good pick in ARAM: Mayhem? Yes, if your team can play around space instead of forcing every fight on sight. Heimerdinger is strongest when he sets up a zone first, then punishes enemies who walk through turrets, rockets, and grenade threat. The tradeoff is that he feels much worse when your team constantly retreats past your setup or dives so far forward that your damage field gets ignored. What should I focus on early? Start by claiming a safe section of the lane with turrets and make the enemy pay for stepping up to clear. Place them where they can hit minions and champions, but not so far forward that one engage deletes everything for free. If the enemy has heavy poke, keep your setup slightly behind the wave and use it as a fallback point instead of a frontline wall. Where should I place turrets in Mayhem fights? Place turrets where the enemy must choose between walking into damage or giving up space. Corners, behind minions, and just behind your frontline are usually better than dropping every turret directly in front of the enemy. If assassins are waiting, keep at least part of your setup near your own feet so they get punished when they commit.

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