ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #75

Poppy ARAM Mayhem Build & Best Augments

Poppy role and playstyle: baseline role is fighter tank, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. 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: Medium execution: success depends on consistent ability timing, positioning, and target choice. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Poppy Poppy Keeper of the Hammer Fighter / Tank / Mage
TierT3
Rank#75
Win Rate49.22%
Pick Rate0.34%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

Win Rate47.91%
Pick Rate4.52%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

Win Rate50.91%
Pick Rate4.52%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate48.39%
Pick Rate4.02%

Situational itemstop 12

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

48.28%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.83%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

50.00%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

51.72%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

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

49.92%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

44.34%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

47.78%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

47.95%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

49.85%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

50.78%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

46.74%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

48.67%

Starting items

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

+350 Health

50.67%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

50.67%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).

47.50%
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.

47.50%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

45.46%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

45.46%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate50.55%
Pick Rate14.05%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.37%
Pick Rate8.39%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

Win Rate50.54%
Pick Rate6.10%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

50.97%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.94%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

48.98%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

51.73%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

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

52.17%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

51.55%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

51.88%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.70%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

52.86%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

51.47%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

50.17%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

50.11%

Starting items

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

+350 Health

51.14%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.14%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.52%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.52%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.52%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.91%
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.

52.91%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate49.55%
Pick Rate6.73%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate48.99%
Pick Rate4.48%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

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

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

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

Win Rate49.46%
Pick Rate3.14%

Situational itemstop 12

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

49.21%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.08%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

50.62%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

46.60%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

49.53%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

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

50.39%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

44.86%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

51.30%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

46.22%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

48.70%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

48.70%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

50.68%

Starting items

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

+350 Health

49.61%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

49.61%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

48.06%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

48.06%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.04%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.04%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.04%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
56.60%
Pick Rate
5.75%
Games
576

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

View augment details
SilverT156.60%5.75%576
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.55%
Pick Rate
6.71%
Games
672

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

View augment details
GoldT156.55%6.71%672
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.54%
Pick Rate
7.39%
Games
740

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

View augment details
PrismaticT155.54%7.39%740
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
55.00%
Pick Rate
11.29%
Games
1,131

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

View augment details
SilverT155.00%11.29%1,131
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.00%
Pick Rate
8.12%
Games
813

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
PrismaticT154.00%8.12%813
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
53.20%
Pick Rate
5.14%
Games
515

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

View augment details
SilverT153.20%5.14%515
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
52.96%
Pick Rate
16.01%
Games
1,603

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
GoldT152.96%16.01%1,603
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
51.36%
Pick Rate
5.87%
Games
588

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
SilverT151.36%5.87%588
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.34%
Pick Rate
9.71%
Games
972

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT151.34%9.71%972
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
51.14%
Pick Rate
5.68%
Games
569

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
SilverT151.14%5.68%569
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
51.09%
Pick Rate
5.04%
Games
505

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
SilverT151.09%5.04%505
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.82%
Pick Rate
21.81%
Games
2,184

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
GoldT150.82%21.81%2,184
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.42%
Pick Rate
5.88%
Games
589

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

View augment details
PrismaticT150.42%5.88%589
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
50.10%
Pick Rate
14.79%
Games
1,481

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

View augment details
GoldT150.10%14.79%1,481
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.07%
Pick Rate
14.00%
Games
1,402

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

View augment details
GoldT150.07%14.00%1,402
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
5.19%
Games
520

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).

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GoldT150.00%5.19%520
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
49.64%
Pick Rate
5.57%
Games
558

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

View augment details
SilverT149.64%5.57%558
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.56%
Pick Rate
10.11%
Games
1,013

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

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PrismaticT149.56%10.11%1,013
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
49.19%
Pick Rate
14.11%
Games
1,413

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.

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SilverT149.19%14.11%1,413
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
49.13%
Pick Rate
9.23%
Games
924

Gain the Aftershock and Glacial Augment keystone runes.

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GoldT149.13%9.23%924
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
49.01%
Pick Rate
6.54%
Games
655

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

View augment details
GoldT149.01%6.54%655
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
48.50%
Pick Rate
17.64%
Games
1,767

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

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GoldT148.50%17.64%1,767
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.52%
Pick Rate
6.85%
Games
686

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

View augment details
GoldT147.52%6.85%686
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.06%
Pick Rate
4.58%
Games
459

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

View augment details
GoldT147.06%4.58%459
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
58.43%
Pick Rate
1.78%
Games
178

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).

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GoldT258.43%1.78%178
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
58.21%
Pick Rate
2.01%
Games
201

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

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GoldT258.21%2.01%201
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
57.40%
Pick Rate
3.31%
Games
331

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 .

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GoldT257.40%3.31%331
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
56.73%
Pick Rate
3.48%
Games
349

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

View augment details
GoldT256.73%3.48%349
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.79%
Pick Rate
2.42%
Games
242

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

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PrismaticT255.79%2.42%242
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.92%
Pick Rate
2.95%
Games
295

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

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PrismaticT254.92%2.95%295
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
54.49%
Pick Rate
1.78%
Games
178

Gain 50 bonus movement speed and 40% slow resist .

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SilverT254.49%1.78%178
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
53.66%
Pick Rate
2.46%
Games
246

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
SilverT253.66%2.46%246
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.47%
Pick Rate
2.02%
Games
202

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

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GoldT253.47%2.02%202
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.38%
Pick Rate
2.81%
Games
281

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
GoldT253.38%2.81%281
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.37%
Pick Rate
3.40%
Games
341

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

View augment details
SilverT253.37%3.40%341
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.88%
Pick Rate
1.91%
Games
191

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

View augment details
PrismaticT252.88%1.91%191
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
52.74%
Pick Rate
2.01%
Games
201

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

View augment details
SilverT252.74%2.01%201
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
52.65%
Pick Rate
3.21%
Games
321

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

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GoldT252.65%3.21%321
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.13%
Pick Rate
2.82%
Games
282

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

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PrismaticT252.13%2.82%282
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
51.98%
Pick Rate
1.77%
Games
177

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

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SilverT251.98%1.77%177
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
51.54%
Pick Rate
2.27%
Games
227

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

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SilverT251.54%2.27%227
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
51.43%
Pick Rate
2.10%
Games
210

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
SilverT251.43%2.10%210
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.34%
Pick Rate
3.34%
Games
335

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
GoldT251.34%3.34%335
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
50.90%
Pick Rate
2.22%
Games
222

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.

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GoldT250.90%2.22%222
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
50.69%
Pick Rate
2.17%
Games
217

Gain 2 Stat Anvils .

View augment details
SilverT250.69%2.17%217
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.63%
Pick Rate
2.37%
Games
237

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

View augment details
PrismaticT250.63%2.37%237
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
50.20%
Pick Rate
2.53%
Games
253

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

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GoldT250.20%2.53%253
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
2.14%
Games
214

Grants 60 ability haste .

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GoldT250.00%2.14%214
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.90%
Games
190

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

View augment details
PrismaticT250.00%1.90%190
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
49.60%
Pick Rate
3.70%
Games
371

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

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GoldT249.60%3.70%371
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.56%
Pick Rate
2.08%
Games
208

Gain 1750 upon acquiring this augment.

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GoldT248.56%2.08%208
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.49%
Pick Rate
3.32%
Games
332

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

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GoldT248.49%3.32%332
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.33%
Pick Rate
3.29%
Games
329

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
GoldT248.33%3.29%329
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.16%
Pick Rate
3.34%
Games
335

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

View augment details
SilverT247.16%3.34%335
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.70%
Pick Rate
3.78%
Games
379

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

View augment details
GoldT246.70%3.78%379
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
46.24%
Pick Rate
2.66%
Games
266

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

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GoldT246.24%2.66%266
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
46.24%
Pick Rate
1.86%
Games
186

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

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GoldT246.24%1.86%186
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.23%
Pick Rate
2.12%
Games
212

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

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GoldT246.23%2.12%212
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
45.75%
Pick Rate
3.40%
Games
341

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
GoldT245.75%3.40%341
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.16%
Pick Rate
1.86%
Games
186

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 .

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PrismaticT245.16%1.86%186
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
44.97%
Pick Rate
1.89%
Games
189

Gain 15% omnivamp .

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SilverT244.97%1.89%189
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.94%
Pick Rate
1.78%
Games
178

Grants 18% armor penetration and magic penetration .

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GoldT244.94%1.78%178
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
44.19%
Pick Rate
2.15%
Games
215

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

View augment details
GoldT244.19%2.15%215
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.24%
Pick Rate
1.85%
Games
185

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.

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PrismaticT243.24%1.85%185
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.21%
Pick Rate
1.09%
Games
109

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
PrismaticT353.21%1.09%109
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.99%
Pick Rate
1.34%
Games
134

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 .

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PrismaticT352.99%1.34%134
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.86%
Pick Rate
1.40%
Games
140

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

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PrismaticT352.86%1.40%140
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.63%
Pick Rate
1.33%
Games
133

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.

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PrismaticT352.63%1.33%133
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.17%
Pick Rate
1.38%
Games
138

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

View augment details
PrismaticT352.17%1.38%138
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.93%
Pick Rate
1.61%
Games
161

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
SilverT350.93%1.61%161
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
50.46%
Pick Rate
1.09%
Games
109

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

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GoldT350.46%1.09%109
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
1.24%
Games
124

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

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SilverT350.00%1.24%124
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.16%
Games
116

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.

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PrismaticT350.00%1.16%116
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.88%
Games
88

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.

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PrismaticT350.00%0.88%88
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.57%
Pick Rate
1.17%
Games
117

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

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PrismaticT349.57%1.17%117
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
48.39%
Pick Rate
0.93%
Games
93

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
SilverT348.39%0.93%93
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.31%
Pick Rate
0.89%
Games
89

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
GoldT348.31%0.89%89
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.05%
Pick Rate
1.54%
Games
154

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
PrismaticT348.05%1.54%154
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.66%
Pick Rate
1.07%
Games
107

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

View augment details
GoldT347.66%1.07%107
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.50%
Pick Rate
0.80%
Games
80

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
PrismaticT347.50%0.80%80
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.30%
Pick Rate
1.48%
Games
148

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

View augment details
GoldT347.30%1.48%148
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
47.25%
Pick Rate
0.91%
Games
91

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT347.25%0.91%91
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.57%
Pick Rate
0.79%
Games
79

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
PrismaticT345.57%0.79%79
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.52%
Pick Rate
1.34%
Games
134

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

View augment details
PrismaticT345.52%1.34%134
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
45.19%
Pick Rate
1.35%
Games
135

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
SilverT345.19%1.35%135
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
45.00%
Pick Rate
0.80%
Games
80

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT345.00%0.80%80
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
44.37%
Pick Rate
1.51%
Games
151

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

View augment details
SilverT344.37%1.51%151
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.59%
Pick Rate
1.17%
Games
117

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

View augment details
GoldT343.59%1.17%117
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
43.36%
Pick Rate
1.43%
Games
143

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT343.36%1.43%143
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.10%
Pick Rate
1.16%
Games
116

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
PrismaticT343.10%1.16%116
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
42.06%
Pick Rate
1.26%
Games
126

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT342.06%1.26%126
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
41.80%
Pick Rate
1.22%
Games
122

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
GoldT341.80%1.22%122
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.67%
Pick Rate
0.84%
Games
84

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT341.67%0.84%84
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.82%
Pick Rate
1.47%
Games
147

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

View augment details
PrismaticT340.82%1.47%147
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
38.71%
Pick Rate
1.24%
Games
124

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT338.71%1.24%124
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
37.93%
Pick Rate
0.87%
Games
87

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT337.93%0.87%87
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
61.11%
Pick Rate
0.54%
Games
54

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

View augment details
SilverT461.11%0.54%54
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.38%
Pick Rate
0.63%
Games
63

Grants 3 random Dragon Souls .

View augment details
PrismaticT452.38%0.63%63
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
52.17%
Pick Rate
0.69%
Games
69

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

View augment details
GoldT452.17%0.69%69
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
52.17%
Pick Rate
0.69%
Games
69

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
GoldT452.17%0.69%69
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
51.85%
Pick Rate
0.54%
Games
54

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
SilverT451.85%0.54%54
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.35%
Pick Rate
0.74%
Games
74

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

View augment details
PrismaticT451.35%0.74%74
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
49.15%
Pick Rate
0.59%
Games
59

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT449.15%0.59%59
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.89%
Pick Rate
0.71%
Games
71

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT447.89%0.71%71
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.74%
Pick Rate
0.76%
Games
76

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
PrismaticT444.74%0.76%76
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
43.55%
Pick Rate
0.62%
Games
62

Increases attack damage by 20% .

View augment details
SilverT443.55%0.62%62
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
42.59%
Pick Rate
0.54%
Games
54

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

View augment details
GoldT442.59%0.54%54
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
39.06%
Pick Rate
0.64%
Games
64

Grants 50% critical strike chance .

View augment details
GoldT439.06%0.64%64

Poppy Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Normal order: Q > E > W, with R whenever available.

RQEW

R > Q > E > W is the clean default.

QWE

Use Q > W > E only when W is solving the game.

RQEW

Maxing Q first keeps Poppy useful even when she cannot find a wall angle for E.

Poppy Counters

Counters and threats extracted from the matchup guide

Counters

Counters

10

Poppy counters these champions in ARAM: Mayhem.

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

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

Yone Yone Yone T3
Tier
T3
Rank
#65
Win Rate
50.53%
Pick Rate
0.57%

Yone is a melee carry-assassin who wins fights by setting up a clean engage, diving the backline, then snapping back before the enemy can fully punish him. He plays like a skirmisher with burst windows: stack pressure safely, look for a knock-up angle, commit with his spirit form, and use his ultimate to cut through grouped targets. In ARAM: Mayhem, Yone gets more chances to fight but also has less room to hide mistakes. Constant 5v5 pressure makes his engage pattern stronger when enemies clump, yet any bad dive can be punished instantly by layered crowd control. Play him patiently at first, use Snowball or allied setup to enter on your terms, and only force deep when you know your return path or cleanup damage is secure. View champion guide

Irelia Irelia Irelia T5
Tier
T5
Rank
#170
Win Rate
45.18%
Pick Rate
0.26%

Irelia the Blade Dancer Irelia is a mobile diver who thrives on reset mechanics and sustained fighting. Her entire gameplay loop revolves around stacking her passive, landing her ultimate to mark targets, and dashing repeatedly to chase down kills. She is a high-execution champion where positioning and timing matter more than raw stat-checking. In ARAM: Mayhem, the accelerated pace and constant team fighting actually favor her reset style. You get to team fight non-stop, which is exactly where Irelia wants to be. The mode's chaos gives her more opportunities to find resets, though she still needs to respect burst damage and heavy crowd control. Her signature pattern is simple: stack your passive on minions or approaching enemies, hit your ultimate to create kill zones, then dash through marked targets to reset and continue the chase. Miss your ultimate or enter a fight without passive stacks, and you will likely die before getting anything done. View champion guide

Lee Sin Lee Sin Lee Sin T5
Tier
T5
Rank
#166
Win Rate
43.91%
Pick Rate
0.62%

Lee Sin the Blind Monk Lee Sin is a high-mobility fighter and playmaker who thrives on landing his Sonic Wave to close gaps and kick enemies out of position. In standard modes, he is known for his early aggression and mechanical outplays. In ARAM: Mayhem, he becomes a relentless engage engine. The single-lane format removes his need to set up jungle ambushes, letting him focus entirely on finding angles for his signature Dragon's Rage kicks. His core pattern is simple but demanding: hit Q, dash in, execute a kick, then use his W to dash to an ally or ward for safety. Mayhem's faster pace and reduced cooldowns mean he can attempt these engages far more often. He excels at punishing overextended enemies and turning their frontline against their backline by kicking tanks into squishy carries. While he lacks the raw sustain of dedicated bruisers, his mobility lets him weave in and out of fights, disrupting enemy formations and creating chaos for his team to exploit. View champion guide

Rakan Rakan Rakan T3
Tier
T3
Rank
#112
Win Rate
49.18%
Pick Rate
0.25%

Rakan The Charmer Rakan is a mobile support designed to set up plays and keep his carry alive. He pairs naturally with Xayah, but in ARAM: Mayhem, he functions as a strong independent engager. His identity revolves around dancing in and out of fights, layering shields, and locking down multiple enemies with his crowd control. In Mayhem, the faster pace and reduced cooldowns make his engage pattern much safer. He can dive the backline, ult, and dash back to an ally without waiting long for his cooldowns to reset. Expect to see him build tanky with ability haste, constantly looking for the angle to start a fight. View champion guide

Vayne Vayne Vayne T1
Tier
T1
Rank
#7
Win Rate
54.56%
Pick Rate
0.94%

Vayne is a short-ranged marksman built for duels, tank killing, and late-fight cleanups. Her pattern is simple to understand but hard to play well: keep moving, land repeated attacks on the same target, use Tumble to dodge or chase, and punish enemies who stand near walls with Condemn. She is not a safe poke champion. She wants space, patience, and a good moment to turn the fight. In ARAM: Mayhem, Vayne is sharper but riskier. The constant brawling gives her plenty of targets to shred, and augments can help cover her usual weaknesses with more damage, mobility, or survival. The problem is that the map is crowded and engage comes fast, so one bad step can get her deleted before she deals damage. Play her like a hunter, not a turret: wait for key crowd control to miss, kite from the edge, then commit when the enemy front line is stuck chasing you. View champion guide

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

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

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

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

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

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

Read counter details

Poppy Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Anivia

Anivia gives Poppy extra terrain to play around. Poppy already threatens wall pins on the narrow ARAM lane, and Anivia’s wall makes that threat much harder to dodge when the enemy is forced through one side of the lane.

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

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

Orianna

Orianna turns Poppy’s forward movement into a delivery system. Poppy wants to enter short range anyway, and Orianna rewards that with shield, zone control, and a strong punish if the enemy clumps around Poppy after she commits.

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

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

Miss Fortune

Miss Fortune loves enemies who cannot freely move out of her channel. Poppy supplies that by pinning a target, blocking dash escapes, and using Keeper’s Verdict to remove the champions who would interrupt or flank Miss Fortune.

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

Jinx

Jinx gives Poppy the thing she often lacks: sustained cleanup damage after the first target is controlled. Poppy gives Jinx the thing she needs most: space. Steadfast Presence is especially valuable when enemy divers rely on dashes to reach her.

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

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

Jarvan IV

Jarvan gives Poppy a second engager and creates tight spaces where her control is more threatening. His lockdown can force enemies to stand near walls or terrain-like edges, which makes Poppy’s charge angles easier to find.

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

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

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

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

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

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

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

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

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

Synergy mechanism: Anivia gives Poppy extra terrain to play around. Poppy already threatens wall pins on the narrow ARAM lane, and Anivia’s wall makes that threat much harder to dodge when the enemy is forced through one side of the lane. Combo: Anivia cuts the lane with wall, Poppy angles Heroic Charge into the created choke or nearby map wall, then both champions layer damage while the target is stuck in a bad position. If the enemy frontline tries to rescue them with a dash, Poppy can hold Steadfast Presence and deny the entry. Best scenario: This pairing is brutal when your team has priority and the enemy must walk through minions or around Anivia’s zone. Poppy can stand slightly off-center, not directly in front, and threaten a pin the moment someone hugs the side to escape the storm. Enemy answer: The enemy should avoid walking beside terrain when Anivia wall is available, poke from outside the choke, and force Poppy to use Steadfast Presence early with fake engage movement. Champions with long range can also hit Anivia before she gets to place the wall safely. Failure risk and recovery: If Anivia walls too early or blocks Poppy’s angle, Poppy may charge into a target without a stun and get collapsed on. Recover by backing out with Steadfast Presence, using Keeper’s Verdict as a reset if the enemy counter-engages, and waiting for the next wave instead of forcing a low-value brawl. 2. Orianna Synergy mechanism: Orianna turns Poppy’s forward movement into a delivery system. Poppy wants to enter short range anyway, and Orianna rewards that with shield, zone control, and a strong punish if the enemy clumps around Poppy after she commits. Combo: Orianna places the ball on Poppy before Poppy walks up or takes Snowball. Poppy looks for Heroic Charge onto a wall or a short engage into the enemy front. When the enemy steps in to burst her, Orianna pulls them together and Poppy either keeps them inside the damage with body blocking or knocks away the backup with Keeper’s Verdict. Best scenario: This is best into teams that have to dive through Poppy to reach your carries. Poppy does not need a perfect flank. She can simply stand between teams, deny dashes with Steadfast Presence, and let Orianna punish anyone who overcommits into that zone. Enemy answer: The enemy should spread before Poppy enters, track where the ball is, and avoid chasing Poppy in a straight line. If they can force Orianna to use defensive tools before Poppy commits, the engage loses a lot of threat. Failure risk and recovery: If Poppy outruns the ball or dives when Orianna is too far back, she becomes an isolated tank with limited damage. Recover by turning the play into peel: drop Steadfast Presence near Orianna, save Keeper’s Verdict to knock away the first diver, and wait until the ball is positioned again before re-engaging. 3. Miss Fortune Synergy mechanism: Miss Fortune loves enemies who cannot freely move out of her channel. Poppy supplies that by pinning a target, blocking dash escapes, and using Keeper’s Verdict to remove the champions who would interrupt or flank Miss Fortune. Combo: Poppy catches someone near the side wall with Heroic Charge, Miss Fortune immediately drops area damage and channels through the trapped line. If the enemy bruiser tries to dash past Poppy to stop the channel, Steadfast Presence can shut that route down and force them to walk through damage instead. Best scenario: This pairing is strongest when the enemy team is grouped in a narrow lane and lacks clean long-range interrupt. Poppy does not have to hit the enemy carry every time. Sometimes the best play is pinning the frontline, forcing the rest of the team to stack behind them, and letting Miss Fortune hit the whole cluster. Enemy answer: The enemy should hold a hard interrupt for Miss Fortune, split to both sides of the wave, and bait Poppy’s charge before committing. If they can make Poppy use Keeper’s Verdict defensively before Miss Fortune channels, they gain a much safer engage window. Failure risk and recovery: If Poppy knocks enemies away during Miss Fortune’s damage window, the combo loses value. Recover by using Keeper’s Verdict only on threats that can interrupt or kill Miss Fortune, not on targets already trapped inside her damage. If the channel gets stopped, Poppy should peel backward and protect the reset instead of chasing. 4. Jinx Synergy mechanism: Jinx gives Poppy the thing she often lacks: sustained cleanup damage after the first target is controlled. Poppy gives Jinx the thing she needs most: space. Steadfast Presence is especially valuable when enemy divers rely on dashes to reach her. Combo: Poppy holds the front edge of the fight and waits for the enemy engage. When a diver commits, Poppy blocks or interrupts the approach, pins them if they drift near terrain, and lets Jinx free-hit. If Poppy lands a wall stun on a low-health target, Jinx can often convert that into a reset and turn the entire fight. Best scenario: This is best when your team has enough waveclear to stop the enemy from permanently poking Jinx under turret. Once the wave is stable, Poppy can stand between Jinx and the main engage path, forcing assassins and bruisers to either walk through her or waste mobility before they reach the carry. Enemy answer: The enemy should poke Jinx before all-inning, attack from multiple angles, and bait Poppy’s anti-dash zone before sending the real threat. Long-range crowd control aimed at Jinx can also bypass Poppy if she is standing too far forward. Failure risk and recovery: If Poppy chases too deep for a wall pin, Jinx loses her bodyguard and dies to the second wave of engage. Recover by setting a simple rule: when Jinx is the main damage source, Poppy only dives after the enemy’s primary engage tools are down. Otherwise, she stays near Jinx and uses Keeper’s Verdict to split the fight. 5. Jarvan IV Synergy mechanism: Jarvan gives Poppy a second engager and creates tight spaces where her control is more threatening. His lockdown can force enemies to stand near walls or terrain-like edges, which makes Poppy’s charge angles easier to find. Combo: Jarvan starts with his engage and traps priority targets. Poppy follows slightly after, not at the exact same moment, so she can choose whether to pin a trapped target, block dash escapes, or use Keeper’s Verdict to remove enemy reinforcements from the fight. Best scenario: This works best when your team has area damage behind the engage. Jarvan starts the pileup, Poppy prevents the enemy from cleanly dashing out, and your backline hits the trapped group. The delayed Poppy entry is important because it punishes both escape and counter-engage. Enemy answer: The enemy should avoid standing in a straight clump, save displacement or untargeted movement for after Jarvan commits, and punish Poppy if she follows too deep without her carries in range. Poke comps can also force both tanks low before they find a clean start. Failure risk and recovery: If Jarvan traps enemies while your damage dealers are too far away, Poppy entering after him just feeds more bodies into a bad fight. Recover by using Keeper’s Verdict to knock away the enemy backline or disengage the trapped fight, then regroup behind the wave and look for a slower engage where your carries can actually follow.

Poppy’s best teams do not ask her to be the only engage, the only peel, and the main damage source at the same time. Give her one teammate who creates terrain or clumps enemies, one carry who punishes her control, and enough waveclear to let her choose angles. When those pieces are present, she can decide fights by splitting the enemy team, deleting dash-based engages, and turning every side-wall step into a real punish.

Poppy ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityPoppy is usually a durable peel tank or short-range engage tool who protects carries and uses ultimate to create breathing room.Poppy becomes a tempo controller whose value spikes against dash-heavy compositions, denying enemies who rely on augment-driven engage.Shift from passive front-line absorption to actively reading and punishing enemy mobility commits.
E Usage TimingPoppy has plenty of side-wall angles and can often stun enemies who hug the lane edges without much risk.Enemies bait E harder, and failed engage gets punished severely, so check ally follow-up before committing to a wall stun.Missing E gives enemies permission to collapse on your backline; hold it until they actually commit.
W ActivationYou can save W for obvious dash champions and use it when clear engage threats appear in the fight.Fights are decided by the first champion denied at the edge, making W a fight-winning spell rather than a passive button.Press W only when a mobility play would convert into damage, crowd control, or a kill.
Ultimate PriorityPoppy often uses ultimate to disengage a fed bruiser, interrupt hard engage, or create a numbers advantage.The knock-away choice is more critical because augments can make one champion's return extremely dangerous.Remove the enemy who enables the next burst window, not always the closest tank.
Snowball DisciplineSnowball helps Poppy reach targets she could never walk to, creating easy E angles on wall-adjacent carries.Instant recast can deliver you into layered damage; hold the mark and recast only when E will pin or allies follow.Use Snowball to create angles, not coin flips; wait for movement responses before committing.
Teamfight PositioningPoppy can stand on the front edge and soak pressure while waiting for enemies to overstep near terrain.Standing too far forward baits your own team; best position is slightly off-center, close enough to threaten E and W.Diagonal spacing forces enemies to choose between respecting the wall or entering your anti-dash zone.

Champion Analysis

Role / Current performance

Overview

Poppy Keeper of the Hammer serves as one of the premier anti-dive tank champions in ARAM: Mayhem, establishing herself as the ultimate assassin counter through her exceptional ability to shut down enemy dive champions and protect her team's backline. Her defining strength lies in her W ability, Steadfast Presence, which prevents all enemy champions in the area from using dash abilities, making it a god-tier tool for countering assassin engages. When enemy assassins such as Yone, Talon, or Kayn attempt to dive, activating W immediately blocks their dashes, leaving them disabled and vulnerable for her team to eliminate. Poppy's kit provides multiple forms of crowd control that make her valuable in teamfights. Her Q, Hammer Shock, delivers AoE damage and applies a slow, while her E, Heroic Charge, allows her to dash to a target and stun them, with longer stun duration when enemies are pushed into walls. This terrain interaction rewards strategic positioning and makes wall usage essential for maximizing stun duration. Her ultimate, Keeper's Verdict, knocks enemies a massive distance, enabling her to split teamfights by separating enemy backline carries from their team and creating opportunities for focused takedowns. In terms of strategic positioning, Poppy functions as a protector who excels at holding the frontline and peeling for teammates. Her anti-dive capabilities make her particularly effective against dash-reliant assassins, and her strong base tankiness allows her to absorb significant damage while disrupting enemy engages. However, she faces notable weaknesses that players must consider. Her short range leaves her easily kited, her damage output is relatively low, and she must fight in melee range to be effective. Against poke-heavy compositions, Poppy struggles to close the distance needed to engage, making her less effective in certain matchups. The practical strategic value of Poppy in ARAM: Mayhem centers on her role as a defensive anchor who can single-handedly neutralize dive-heavy enemy compositions. Her W ability creates a zone where mobile champions lose their primary engage tools, fundamentally altering how teamfights play out. Players should prioritize using E for initiation or chasing while seeking wall stuns for maximum crowd control duration, and reserve R for battlefield manipulation rather than simple damage. Poppy Keeper of the Hammer represents a specialized counter-pick that excels when the enemy team relies heavily on dash-based champions, offering reliable peel and fight-winning crowd control in exchange for limited range and damage output.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Poppy Keeper of the Hammer excels in ARAM: Mayhem when played as a defensive anchor rather than a blind diver. The most effective approach positions Poppy slightly in front of her carries, threatening wall stuns and denying enemy dashes that attempt to reach the backline. Sprinting past the team for hero engages typically creates clean punish windows for opponents, so the best strategy forces enemies to move first and then punishes their mistakes. Engage success depends on finding wall angles before selecting targets. Poppy's cleanest engages happen when enemies walk near side walls, turret rubble, alcove edges, or narrow-lane corners. Stepping sideways before charging into terrain produces better results than running straight down the lane, where opponents can back up in a line and deny the angle. Snowball should create the angle rather than simply providing arrival, with a small sidestep after taking it turning messy engages into locked targets. The anti-dash field should be held for champions who must dash to escape or engage, rather than being used purely for movement. Counter-engage works best when Poppy stands still in the right spot between enemies and carries. When dash-heavy divers posture forward, activating denial and punishing their failed entry creates opportunities for the team to collapse. Peeling the first real threat matters more than targeting the first visible champion, and the ultimate should be used defensively when fights lose shape, knocking away extra bodies or the highest damage threat. Spacing defines Poppy's effectiveness. Owning the side lanes of the lane makes the Howling Abyss walls into weapons, as hovering near one side forces enemies to choose between giving wall angles or moving into teammate skillshots. Standing a step ahead and slightly off-center from carries prevents enemy area damage from hitting everyone while maintaining charge angles. Target priority focuses on pinning carries when they disrespect walls, peeling divers when carries are the win condition, and hitting tanks only when isolated or when the team has shred. The knock-away ultimate removes problems that cannot be killed, sending fed bruisers out of fights to collapse on weaker remaining targets. Snowball timing requires patience. Throwing after enemy poke tools are used reduces suicide risk, and not every landed Snowball should be taken if the team cannot follow before Poppy dies. Late-fight Snowballs often prove safer than opening Snowballs once enemy mobility and peel tools are spent. When behind, Poppy should stop starting fights from the center line and instead play near turret-side walls, holding control for enemies who overextend. Trading health only to protect high-value teammates preserves resources, and the ultimate prevents enemy resets and cleanups. The fundamental rule remains consistent: if enemies must dash, walk near walls, or dive through Poppy, she is powerful. Chasing through open space with no follow-up makes her feel useless. Controlling lane shape and holding denial for real commits turns every narrow angle into a fight enemies regret taking.

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Playstyle Guide

Playstyle / Team structure

Play guide

Poppy wins Mayhem games by controlling space, not by chasing every fight. Her best moments come when enemies walk near walls, dash into her team, or overcommit into a narrow lane. She should play like a bouncer: stand between carries and enemy engage, punish anyone who crosses the line, then use Snowball or her ultimate only when the fight is already forced. In the early game, Poppy should start slightly in front of her carries but not so far forward that she takes free poke before the wave arrives. She is strongest when enemies have to walk into her, so hugging the side of the lane with the most wall threat forces opponents to respect the angle. Trading should be short: walk up when the minion wave is healthy, threaten a wall angle, hit once or twice, then back out before the enemy backline gets a full rotation. Early Snowball serves primarily as a threat tool aimed at immobile carries, squishy poke champions, or enemies beside terrain. Taking the recast requires team follow-up, no clean retreat path for the target, and a landing spot that creates a wall stun or forces them back. If Snowball hits a tank in front of five enemies, let it expire. When ahead early, hold the lane center and make enemies clear from bad angles, standing near the wall that protects the backline. When behind, stop fishing and play beside the lowest-health carry while saving the anti-dash tool for enemy divers. Let the wave come closer so enemies must walk farther to finish someone. During the mid game, Poppy reaches her best control window. Position one step ahead of carries when enemy engage is ready, and one step to the side when the team is ready to engage, maintaining access to the wall without giving enemies a straight line onto the backline. Trade around enemy cooldown mistakes: if a dash champion uses mobility to poke or clear, step up and punish the return path. Mid-game Snowball can start real fights but only with a landing plan, targeting enemies near walls, low-mobility damage dealers, or those past their tank. When ahead mid-game, zone first, hit the turret second, and dive third. When behind, use the ultimate and anti-dash tools as comeback buttons to split fights or stop reset champions from reaching the backline. In the late game, positioning becomes less forgiving. Stand where one enemy mistake becomes a kill, but one mistake from Poppy does not lose the game, usually guarding carries near the lane center while holding a side-wall threat. Stop taking casual trades because late damage is too high. Look for decisive windows: a carry near terrain, a diver entering too early, or an enemy team split by minions and narrow space. Late Snowball decides games, so use it to punish separated carries, follow teammate crowd control, or reposition to block assassins. When ahead late, play for clean structure pressure and controlled picks. When behind, protect the highest-damage teammate at all costs, letting enemies walk into Poppy instead of diving into them. Use the ultimate to remove the biggest frontliner or create a temporary numbers advantage on a target the team can actually kill. Before the final fight, choose one assignment: peel the fed diver, catch the exposed carry, or disengage the enemy frontline, and do not swap jobs halfway unless the enemy gives a free wall stun.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Poppy Keeper of the Hammer excels at controlling space through terrain interaction and dash denial, with her strategic role shifting dramatically based on game state. When ahead, Poppy becomes oppressive by taking space and threatening wall angles rather than casting abilities immediately. Standing slightly off-center toward one wall forces enemy carries into awkward paths, making engage threats real without burning summoner spells. Her W serves as a denial tool that should be held for dash triggers rather than used for movement, as stopping one dash often wins fights when damage dealers are positioned aggressively. Converting picks into structure pressure requires bodyguarding carries at turrets rather than chasing past them, and her ultimate should remove problem targets like tanks blocking turret access or assassins diving the backline. Augment choices shape ahead-state play significantly. Durability augments allow Poppy to stand in chokes and absorb poke for carries, with the throw risk being staying too long after defensive tools expire. Movement speed or engage range augments widen threat zones through side angles, covering her weakness of enemies backing away. Ability haste augments enable short trades that preserve resources for counter-engages, preventing the common throw of winning the first five seconds then having nothing left. Damage augments should target squishies only when angles are clean, punishing frontline first when carries are protected. Avoiding throws while ahead requires not chasing into fog without minions, not wasting W before enemies commit, and not ultimating low-value targets your team is already killing. A single overextended death can flip tempo in Mayhem due to quick fight restarts and explosive comeback augments. When behind, Poppy shifts from main engager to fight breaker, denying dashes and interrupting overextensions. She plays closer to carries than enemy carries, standing in paths assassins and bruisers want to use. Defensive E usage punishes divers who enter her half of the lane, turning enemy engages into catches. Her ultimate becomes primarily a disengage tool, removing dangerous members to buy wave-clear time. Snowball should only be taken when teams can follow and targets are isolated or near walls. Behind-state augment use focuses on survival and peel. Resistance and shield augments make Poppy an anchor who buys time for carries to scale. Crowd-control augments enable repeated peel across multiple dive attempts. Movement speed augments reposition for dodge and peel rather than coin-flip engages. Damage augments finish divers the team is already hitting rather than chasing backlines. Unrecoverable fights are avoided by never engaging while carries clear waves, fighting near terrain against kiting teams, not splitting team damage with random knock-aways, and immediately peeling backward after failed engages. The core principle remains simple: ahead Poppy takes space and forces enemies into walls, while behind Poppy guards space and punishes enemies who enter too far.

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Champion Background

Lore / Identity / Text block

Background copy

Poppy Keeper of the Hammer brings a distinct identity to ARAM: Mayhem centered on denying enemy movement and controlling the narrow lane through positioning, timing, and terrain awareness. Her kit rewards patience and precise decision-making rather than aggressive spam, making her a powerful tool for teams that need to stop dash-heavy engages and protect key allies. The passive ability Iron Ambassador provides periodic shields that enable short trades and frontline durability, but the buckler mechanic demands discipline. Throwing it carelessly or tunneling for unsafe pickups leaves Poppy vulnerable to poke and removes her easiest source of sustain before real fights begin. The shield should be treated as permission to step forward, not a reason to overextend. Hammer Shock serves as her primary damage and zone control tool, with the delayed second hit punishing enemies forced to stand their ground or path through choke points. Landing Q after a wall stun or on slowed targets maximizes its value, while missing it removes most of her threat for several seconds. Steadfast Presence defines her strategic role in Mayhem, creating an area that stops enemy dashes and interrupts engage attempts. This ability alone makes Poppy a strong answer to mobile champions, but wasting it early opens a window for enemies to commit freely. Positioning between dash champions and their targets ensures the ability matters when the fight arrives. Heroic Charge offers both engage and peel potential, with wall stuns turning the ability into fight-winning lockdown. Walking sideways before casting improves angles and catches enemies expecting obvious lines, but charging without a stun or team follow-up leaves Poppy stranded in dangerous territory. Keeper's Verdict functions as a fight editor rather than a pure finisher, capable of removing frontlines, denying dives, or creating temporary numbers advantages. Quick casts provide instant disruption while charged versions require space and timing. Using R without creating a kill or saving an ally wastes her strongest emergency button and leaves the backline exposed. Across all abilities, Poppy's identity in ARAM: Mayhem revolves around reading the enemy, punishing overcommits, and controlling space through well-timed denial rather than raw damage output.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Poppy is strongest when she turns the bridge into a bad place to dash, retreat, or stand near walls. Most bad Poppy games come from forcing the heroic play before the target is actually pinned down. Players should treat every engage as a checklist: wall angle, enemy dash threat, ally follow-up, and exit strategy after the first crowd control. Mechanical mistakes often begin with casting Heroic Charge without checking wall angle. This pushes targets away from the team or only displaces them slightly, leaving Poppy stranded in enemy lines with her main engage wasted. The correct approach involves walking or using Snowball to reposition first, then charging when the target lines up with terrain, turret rubble, or the lane edge. If the wall stun is unlikely, players should use the charge defensively or hold it. Another common error is activating Steadfast Presence after enemy dashes already finish, wasting the anti-dash tool for movement speed only while enemy assassins get clean follow-up plays onto the backline. Players should hold W until dashes are about to cross the zone, positioning between enemies and carries rather than beside enemy tanks. Decision mistakes frequently involve engaging on a wall-stun angle when allies are too far back to follow up. This creates highlight-worthy plays that turn into deaths, since Poppy's lockdown only matters when damage arrives during it. Players should check ally positions first and threaten angles rather than taking them when carries are clearing waves or zoned by poke. Another critical error is wasting Keeper's Verdict on the closest enemy tank instead of using it with purpose to remove fed divers, split enemy formations, interrupt collapses, or protect low-health allies. The ultimate is Poppy's best tool for breaking enemy formation and should target real threats. Players also err by building and playing as pure carry hunters every game. Against heavy dive or reset compositions, backlines die while Poppy chases targets who can kite or cleanse. Players should decide their role from champion select, playing as anti-engage walls when teams have sufficient damage, and only hunting backline picks when enemies lack escapes and the team needs initiation. Additional mistakes include starting fights at low health, ignoring enemy dash champions until they are already killing someone, taking every portal or aggressive path just because Poppy is a tank, and chasing low-health targets past enemy teams after won skirmishes. Good Poppy play requires patient aggression, holding the button that ruins enemy plans and spending it when they commit. If a play fails, players should switch to peel, reset the line, and make the next dash or wall angle count.

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FAQ

Poppy

FAQ

Is Poppy a tank, a bruiser, or an engager in ARAM: Mayhem? Poppy is usually best played as a frontline disruptor who can become a bruiser if your augments and items support it. If your team already has a hard engage tank, play more patiently around peel and wall threats; if nobody can start fights, you may need to step up and force angles. The tradeoff is that diving too deep makes it hard to protect your backline from assassins and dash champions. What is Poppy’s main job in team fights? Your main job is to break the enemy’s clean engage and punish anyone who dashes into bad terrain. When a carry, assassin, or mobile bruiser commits forward, hold your anti-dash tool until they actually move, then stop them and pin the fight in place. If you use it too early, strong players will wait it out and punish your team during the downtime. When should I look for wall stuns? Look for wall stuns when the enemy is already walking near side walls, turret debris, choke edges, or the outer parts of the lane. Do not chase a perfect angle forever; if the enemy carry is exposed, a simple knockback into your team can be enough. The tradeoff is that fishing too hard for a wall hit can pull you away from your carries and open a flank behind you.

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