ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #91

Mordekaiser ARAM Mayhem Build & Best Augments

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

Mordekaiser Mordekaiser the Iron Revenant Tank / Mage
TierT4
Rank#91
Win Rate48.50%
Pick Rate0.68%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate56.64%
Pick Rate16.69%
#2
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

Win Rate57.21%
Pick Rate7.75%
#3
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

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%.

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

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

Win Rate56.01%
Pick Rate5.72%

Situational itemstop 12

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

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

56.70%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

57.31%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

57.00%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.54%
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%.

58.25%
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.

51.66%
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%.

56.17%
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

53.89%
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.

54.94%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

53.13%
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.

58.84%
Bloodletter's Curse Bloodletter's Curse Bloodletter's Curse
Total Price
2,900
Price
750

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

56.81%

Starting items

Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

57.29%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.68%
Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

55.68%
Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

58.28%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

58.28%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

58.28%

Core items

#1
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate54.54%
Pick Rate14.02%
#2
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

Win Rate55.13%
Pick Rate6.42%
#3
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

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%.

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

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

Win Rate56.17%
Pick Rate5.68%

Situational itemstop 12

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

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

55.13%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

55.50%
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%.

55.86%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.16%
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.

53.17%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

54.20%
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%.

55.64%
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.

56.68%
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.

54.46%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

54.90%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

50.84%
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%.

52.73%

Starting items

Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

55.85%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.29%
Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

54.29%
Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

53.58%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.58%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

53.58%

Core items

#1
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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%.

Win Rate51.36%
Pick Rate12.78%
#2
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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%.

Win Rate49.16%
Pick Rate9.85%
#3
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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%.

Win Rate50.42%
Pick Rate7.80%

Situational itemstop 12

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%.

51.12%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.97%
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.

48.35%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

53.27%
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.

54.34%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

49.98%
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%.

48.68%
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.

51.29%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

48.71%
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%.

50.33%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

45.99%
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).

46.20%

Starting items

Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

50.04%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

50.40%
Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

50.40%
Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

48.09%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

48.09%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

48.09%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.03%
Pick Rate
7.55%
Games
1,501

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

View augment details
GoldT157.03%7.55%1,501
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.90%
Pick Rate
3.91%
Games
776

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

View augment details
SilverT154.90%3.91%776
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
52.96%
Pick Rate
3.91%
Games
776

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

View augment details
GoldT152.96%3.91%776
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.81%
Pick Rate
4.83%
Games
960

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
PrismaticT152.81%4.83%960
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.29%
Pick Rate
4.50%
Games
895

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

View augment details
PrismaticT152.29%4.50%895
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
51.55%
Pick Rate
10.86%
Games
2,157

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

View augment details
GoldT151.55%10.86%2,157
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
51.41%
Pick Rate
5.17%
Games
1,027

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

View augment details
GoldT151.41%5.17%1,027
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
51.39%
Pick Rate
5.78%
Games
1,148

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

View augment details
SilverT151.39%5.78%1,148
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
51.33%
Pick Rate
4.74%
Games
941

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

View augment details
SilverT151.33%4.74%941
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.97%
Pick Rate
4.91%
Games
975

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT150.97%4.91%975
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
50.95%
Pick Rate
9.03%
Games
1,794

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

View augment details
GoldT150.95%9.03%1,794
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.90%
Pick Rate
8.96%
Games
1,780

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

View augment details
GoldT150.90%8.96%1,780
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.64%
Pick Rate
11.06%
Games
2,198

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

View augment details
GoldT150.64%11.06%2,198
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
50.29%
Pick Rate
5.27%
Games
1,048

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

View augment details
SilverT150.29%5.27%1,048
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.16%
Pick Rate
4.81%
Games
955

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

View augment details
PrismaticT150.16%4.81%955
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.13%
Pick Rate
11.76%
Games
2,336

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

View augment details
GoldT150.13%11.76%2,336
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
49.75%
Pick Rate
5.08%
Games
1,009

Grants 20% heal and shield power .

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SilverT149.75%5.08%1,009
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
49.48%
Pick Rate
6.29%
Games
1,249

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

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GoldT149.48%6.29%1,249
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.11%
Pick Rate
6.21%
Games
1,234

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 .

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PrismaticT149.11%6.21%1,234
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.03%
Pick Rate
9.32%
Games
1,852

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

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GoldT149.03%9.32%1,852
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.95%
Pick Rate
10.55%
Games
2,096

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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SilverT148.95%10.55%2,096
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
48.42%
Pick Rate
9.69%
Games
1,925

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%.

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GoldT148.42%9.69%1,925
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.36%
Pick Rate
14.72%
Games
2,924

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

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GoldT148.36%14.72%2,924
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.91%
Pick Rate
5.19%
Games
1,031

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
GoldT147.91%5.19%1,031
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.69%
Pick Rate
4.69%
Games
931

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).

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PrismaticT147.69%4.69%931
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
47.43%
Pick Rate
5.49%
Games
1,090

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

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SilverT147.43%5.49%1,090
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.37%
Pick Rate
10.04%
Games
1,995

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
GoldT147.37%10.04%1,995
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
47.20%
Pick Rate
4.86%
Games
966

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

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SilverT147.20%4.86%966
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
47.18%
Pick Rate
4.37%
Games
869

Grants 18% armor penetration and magic penetration .

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GoldT147.18%4.37%869
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
46.60%
Pick Rate
5.11%
Games
1,015

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

View augment details
SilverT146.60%5.11%1,015
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.47%
Pick Rate
7.28%
Games
1,446

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

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PrismaticT146.47%7.28%1,446
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.43%
Pick Rate
4.93%
Games
980

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

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PrismaticT146.43%4.93%980
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.06%
Pick Rate
2.28%
Games
453

Gain 2 Stat Anvils .

View augment details
SilverT258.06%2.28%453
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
56.63%
Pick Rate
2.54%
Games
505

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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GoldT256.63%2.54%505
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
55.46%
Pick Rate
2.86%
Games
568

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

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SilverT255.46%2.86%568
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.44%
Pick Rate
2.36%
Games
469

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

View augment details
PrismaticT255.44%2.36%469
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.72%
Pick Rate
2.88%
Games
572

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.

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PrismaticT254.72%2.88%572
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
54.34%
Pick Rate
2.03%
Games
403

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT254.34%2.03%403
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.29%
Pick Rate
2.11%
Games
420

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

View augment details
PrismaticT254.29%2.11%420
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.93%
Pick Rate
2.74%
Games
545

Grants 60 ability haste .

View augment details
GoldT251.93%2.74%545
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
51.69%
Pick Rate
2.24%
Games
445

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
SilverT251.69%2.24%445
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
51.48%
Pick Rate
2.04%
Games
406

Gain 1750 upon acquiring this augment.

View augment details
GoldT251.48%2.04%406
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.42%
Pick Rate
2.66%
Games
529

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 .

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GoldT251.42%2.66%529
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
51.26%
Pick Rate
1.99%
Games
396

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT251.26%1.99%396
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
51.10%
Pick Rate
2.51%
Games
499

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

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SilverT251.10%2.51%499
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.76%
Pick Rate
3.31%
Games
658

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

View augment details
SilverT250.76%3.31%658
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.22%
Pick Rate
2.31%
Games
458

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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GoldT250.22%2.31%458
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
49.77%
Pick Rate
2.22%
Games
442

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

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SilverT249.77%2.22%442
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.52%
Pick Rate
3.17%
Games
630

Gain ability haste equal to 30% AP .

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PrismaticT249.52%3.17%630
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
49.26%
Pick Rate
2.74%
Games
544

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

View augment details
GoldT249.26%2.74%544
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.06%
Pick Rate
2.42%
Games
481

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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GoldT249.06%2.42%481
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.05%
Pick Rate
2.91%
Games
579

Gain 15% omnivamp .

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SilverT249.05%2.91%579
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.76%
Pick Rate
2.85%
Games
566

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

View augment details
GoldT248.76%2.85%566
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.70%
Pick Rate
2.89%
Games
575

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

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PrismaticT248.70%2.89%575
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
48.68%
Pick Rate
3.25%
Games
645

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

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GoldT248.68%3.25%645
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.67%
Pick Rate
2.46%
Games
489

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

View augment details
PrismaticT248.67%2.46%489
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.78%
Pick Rate
2.26%
Games
450

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

View augment details
GoldT247.78%2.26%450
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.34%
Pick Rate
1.99%
Games
395

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
SilverT247.34%1.99%395
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.07%
Pick Rate
2.49%
Games
495

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

View augment details
PrismaticT247.07%2.49%495
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.63%
Pick Rate
2.61%
Games
519

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.

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SilverT246.63%2.61%519
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
46.54%
Pick Rate
2.62%
Games
520

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

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GoldT246.54%2.62%520
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
46.42%
Pick Rate
3.31%
Games
657

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.

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SilverT246.42%3.31%657
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.76%
Pick Rate
2.25%
Games
448

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

View augment details
PrismaticT245.76%2.25%448
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
44.46%
Pick Rate
2.82%
Games
560

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

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GoldT244.46%2.82%560
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.16%
Pick Rate
2.20%
Games
437

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
GoldT244.16%2.20%437
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.66%
Pick Rate
1.24%
Games
247

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

View augment details
SilverT354.66%1.24%247
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.20%
Pick Rate
1.20%
Games
238

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT354.20%1.20%238
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.40%
Pick Rate
1.58%
Games
313

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

View augment details
PrismaticT352.40%1.58%313
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.25%
Pick Rate
1.45%
Games
289

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

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SilverT352.25%1.45%289
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
52.23%
Pick Rate
1.46%
Games
291

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT352.23%1.46%291
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.03%
Pick Rate
1.36%
Games
271

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

View augment details
PrismaticT352.03%1.36%271
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
51.92%
Pick Rate
1.83%
Games
364

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
SilverT351.92%1.83%364
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.81%
Pick Rate
1.25%
Games
249

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
SilverT351.81%1.25%249
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.80%
Pick Rate
1.68%
Games
334

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

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PrismaticT351.80%1.68%334
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
51.67%
Pick Rate
1.66%
Games
329

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.

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GoldT351.67%1.66%329
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.63%
Pick Rate
1.60%
Games
318

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

View augment details
PrismaticT350.63%1.60%318
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.59%
Pick Rate
1.28%
Games
255

Grants 50% critical strike chance .

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GoldT350.59%1.28%255
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
50.55%
Pick Rate
1.82%
Games
362

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

View augment details
GoldT350.55%1.82%362
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
50.37%
Pick Rate
1.36%
Games
270

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

View augment details
GoldT350.37%1.36%270
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.77%
Games
352

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

View augment details
PrismaticT350.00%1.77%352
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
49.47%
Pick Rate
1.42%
Games
283

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

View augment details
GoldT349.47%1.42%283
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.21%
Pick Rate
1.59%
Games
315

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

View augment details
SilverT349.21%1.59%315
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.81%
Pick Rate
1.69%
Games
336

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

View augment details
GoldT348.81%1.69%336
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
48.51%
Pick Rate
1.35%
Games
268

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

View augment details
SilverT348.51%1.35%268
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
48.23%
Pick Rate
1.42%
Games
282

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

View augment details
SilverT348.23%1.42%282
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.06%
Pick Rate
1.56%
Games
310

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

View augment details
GoldT348.06%1.56%310
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
47.65%
Pick Rate
1.50%
Games
298

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT347.65%1.50%298
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.60%
Pick Rate
1.26%
Games
250

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

View augment details
GoldT347.60%1.26%250
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.13%
Pick Rate
1.23%
Games
244

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

View augment details
PrismaticT347.13%1.23%244
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.10%
Pick Rate
1.39%
Games
276

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
PrismaticT347.10%1.39%276
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
46.99%
Pick Rate
1.34%
Games
266

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT346.99%1.34%266
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
45.29%
Pick Rate
1.39%
Games
276

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

View augment details
GoldT345.29%1.39%276
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
45.16%
Pick Rate
1.09%
Games
217

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
SilverT345.16%1.09%217
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.04%
Pick Rate
1.22%
Games
242

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

View augment details
PrismaticT345.04%1.22%242
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.75%
Pick Rate
1.48%
Games
295

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

View augment details
PrismaticT344.75%1.48%295
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.14%
Pick Rate
1.76%
Games
350

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

View augment details
GoldT343.14%1.76%350
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
43.08%
Pick Rate
1.64%
Games
325

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
SilverT343.08%1.64%325
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
42.70%
Pick Rate
1.34%
Games
267

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

View augment details
GoldT342.70%1.34%267
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.87%
Pick Rate
0.90%
Games
179

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
PrismaticT455.87%0.90%179
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
54.98%
Pick Rate
1.06%
Games
211

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

View augment details
GoldT454.98%1.06%211
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
54.75%
Pick Rate
0.90%
Games
179

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

View augment details
SilverT454.75%0.90%179
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.52%
Pick Rate
0.70%
Games
139

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

View augment details
PrismaticT452.52%0.70%139
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.21%
Pick Rate
0.57%
Games
113

Grants 3 random Dragon Souls .

View augment details
PrismaticT452.21%0.57%113
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
52.10%
Pick Rate
0.84%
Games
167

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

View augment details
GoldT452.10%0.84%167
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.00%
Pick Rate
0.63%
Games
125

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
PrismaticT452.00%0.63%125
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.75%
Pick Rate
0.72%
Games
143

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

View augment details
SilverT451.75%0.72%143
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
51.60%
Pick Rate
0.95%
Games
188

Grants 60% bonus attack speed .

View augment details
SilverT451.60%0.95%188
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
51.43%
Pick Rate
0.53%
Games
105

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT451.43%0.53%105
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.89%
Pick Rate
0.56%
Games
112

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

View augment details
PrismaticT450.89%0.56%112
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
49.77%
Pick Rate
1.07%
Games
213

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

View augment details
SilverT449.77%1.07%213
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.69%
Pick Rate
0.81%
Games
161

Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge.

View augment details
PrismaticT449.69%0.81%161
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
49.22%
Pick Rate
0.97%
Games
193

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

View augment details
GoldT449.22%0.97%193
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.80%
Pick Rate
0.63%
Games
125

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT448.80%0.63%125
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.21%
Pick Rate
0.56%
Games
112

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
PrismaticT448.21%0.56%112
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.83%
Pick Rate
0.58%
Games
115

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
PrismaticT447.83%0.58%115
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
47.59%
Pick Rate
0.84%
Games
166

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT447.59%0.84%166
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
47.46%
Pick Rate
0.89%
Games
177

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
SilverT447.46%0.89%177
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
47.06%
Pick Rate
0.51%
Games
102

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

View augment details
GoldT447.06%0.51%102
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.96%
Pick Rate
0.58%
Games
115

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
PrismaticT446.96%0.58%115
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.83%
Pick Rate
0.60%
Games
120

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

View augment details
PrismaticT445.83%0.60%120
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
44.76%
Pick Rate
0.72%
Games
143

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

View augment details
SilverT444.76%0.72%143
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
43.62%
Pick Rate
0.75%
Games
149

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

View augment details
GoldT443.62%0.75%149
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
43.24%
Pick Rate
0.56%
Games
111

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT443.24%0.56%111
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.37%
Pick Rate
0.55%
Games
109

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

View augment details
PrismaticT440.37%0.55%109
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.20%
Pick Rate
1.00%
Games
199

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT440.20%1.00%199
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.18%
Pick Rate
0.56%
Games
112

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

View augment details
PrismaticT440.18%0.56%112
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.16%
Pick Rate
0.37%
Games
73

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT556.16%0.37%73
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.55%
Pick Rate
0.33%
Games
66

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

View augment details
PrismaticT554.55%0.33%66
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
53.03%
Pick Rate
0.33%
Games
66

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

View augment details
SilverT553.03%0.33%66
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.19%
Pick Rate
0.42%
Games
84

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT551.19%0.42%84
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
49.43%
Pick Rate
0.44%
Games
87

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

View augment details
GoldT549.43%0.44%87
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.33%
Pick Rate
0.38%
Games
75

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
PrismaticT549.33%0.38%75
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.18%
Pick Rate
0.31%
Games
61

Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed.

View augment details
PrismaticT549.18%0.31%61
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.96%
Pick Rate
0.48%
Games
96

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
GoldT548.96%0.48%96
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.24%
Pick Rate
0.43%
Games
85

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

View augment details
SilverT548.24%0.43%85
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.59%
Pick Rate
0.44%
Games
88

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
PrismaticT546.59%0.44%88
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
45.10%
Pick Rate
0.26%
Games
51

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

View augment details
SilverT545.10%0.26%51
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
45.05%
Pick Rate
0.46%
Games
91

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

View augment details
SilverT545.05%0.46%91
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
44.19%
Pick Rate
0.43%
Games
86

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

View augment details
SilverT544.19%0.43%86
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.42%
Pick Rate
0.38%
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
PrismaticT543.42%0.38%76
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
43.33%
Pick Rate
0.45%
Games
90

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

View augment details
GoldT543.33%0.45%90
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.62%
Pick Rate
0.31%
Games
61

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

View augment details
PrismaticT542.62%0.31%61
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.17%
Pick Rate
0.42%
Games
83

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT542.17%0.42%83
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.94%
Pick Rate
0.47%
Games
93

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

View augment details
PrismaticT541.94%0.47%93
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
38.98%
Pick Rate
0.30%
Games
59

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
SilverT538.98%0.30%59
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
36.54%
Pick Rate
0.26%
Games
52

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

View augment details
SilverT536.54%0.26%52
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
34.29%
Pick Rate
0.35%
Games
70

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
SilverT534.29%0.35%70

Mordekaiser Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal Order: R > Q > E > W

QEW

A clean normal priority looks like Q > E > W after your first three basic points, with R taken whenever it appears.

RQWE

If your augment makes you a true frontline or rewards surviving burst, use R > Q > W > E.

RQEW

Take Q, W, and E early, then max Q first.

Mordekaiser Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Mordekaiser counters these champions in ARAM: Mayhem.

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

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

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

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

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

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

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

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

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

Read counter details

Countered By

5

Mordekaiser is countered by these champions in ARAM: Mayhem.

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

Fiora Fiora Fiora T2
Tier
T2
Rank
#48
Win Rate
51.73%
Pick Rate
0.21%

Fiora is a precision melee duelist who wins by picking the right target, striking from sharp angles, and turning an enemy’s engage against them. She is not a front-to-back brawler by default; she wants short trades, clean all-ins, and moments where one key parry or reposition lets her take over a fight. In ARAM: Mayhem, Fiora plays less like a side-lane split-pusher and more like a skirmish finisher. The single-lane chaos gives her more fights to enter, but also less space to patiently isolate someone. Look for distracted carries, punish overextended bruisers, and use the extra action in Mayhem to snowball off one clean duel into a fast teamfight cleanup. View champion guide

Olaf Olaf Olaf T3
Tier
T3
Rank
#90
Win Rate
49.10%
Pick Rate
0.18%

Olaf is a front-line bruiser who wants to run straight through the fight, stick to a priority target, and win by refusing to back off. His pattern is simple: land axes, keep chasing, and force enemies to deal with him before he tears through their backline. In ARAM: Mayhem, Olaf benefits from the constant teamfighting and short lanes because he gets to brawl early and often. He is easiest to play when your team can follow his engage or punish enemies who spend everything trying to stop him. If he falls behind or charges in alone, he can be kited after his first push, so pick your moment, commit hard, and make the fight messy on your terms. 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

Read counter details

Mordekaiser Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

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

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

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

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

Highest Value Hard Engage

these champions start fights in a way Mordekaiser can actually use. A locked target cannot easily kite his pull, dodge his damage pattern, or walk out before he gets passive pressure going.

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

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

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

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

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

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

Movement, Shielding, And Anti-kite Support

Mordekaiser is dangerous once he is in range, but he can look useless when slowed, poked, or pushed away. Enchanters fix that by giving him the extra step he needs and by protecting him during the moment before his own sustain and shield value start to matter.

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

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

Rumble Rumble Rumble T1
Tier
T1
Rank
#10
Win Rate
53.12%
Pick Rate
0.45%

Rumble is a short-range AP bruiser who wins fights by turning narrow space into a danger zone. He wants to walk forward with heat built up, burn through clustered enemies, then drop The Equalizer across their escape path so they have to choose between taking damage or giving up position. In ARAM: Mayhem, Rumble feels more direct than on a wide map. There is less room to dodge his zone control, more frequent clumped fights, and more chances to punish teams that stand in the same lane line. The tradeoff is simple: if he spends his heat badly or walks in before the enemy crowd control is used, he gets punished fast. Play him as a fight-starter and space-denier, not a backline mage. 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

Area Damage That Punishes Clumped Fights

Mordekaiser changes enemy spacing. When he walks forward, enemies either clump to peel or spread to avoid being dragged into a bad fight. Area-damage teammates punish both choices: grouped enemies get burned down, while split enemies lose the protection that keeps their carries safe.

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

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

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

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

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

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

Pick Setup And Target Delivery

hook champions create the one thing Mordekaiser loves: a target that is already separated from the team. Once someone is pulled forward, Mordekaiser can stand between that target and their escape route, forcing a bad trade even if the hook does not become an instant kill.

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

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

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

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

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

Poke And Wave Control That Forces Bad Engages

Mordekaiser is stronger when enemies are already damaged or forced to walk into him. Long-range teammates soften targets, clear waves, and make the enemy engage from lower health instead of choosing a perfect all-in.

Mordekaiser ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityUsually a frontline AP bruiser who wins by standing in the fight long enough for passive and area damage to matter against teams lacking peel.Less guaranteed to be the default frontline; augments decide if he becomes a raid boss or is forced into a pick-and-isolate role against mobile carries.Check augments and enemy mobility before committing to a frontline plan.
Pull DisciplineMissing a pull is bad, but the fight often slows down enough for you to walk back up and try again.A missed pull creates a window for enemies to burst you or punish your team while you are out of position much faster.Use pull as a commitment check after enemies use dashes or allies land crowd control.
Snowball UsageAlready good because it solves his biggest problem of getting into range to start fights.More important but also more dangerous; taking every recast is a bad habit that leads to throwing fights.Recast only when you can survive the first punish or your team can follow up.
Ultimate TargetingRemoving any strong enemy can be fine since steady frontline pressure often wins extended fights.Target choice decides the whole fight; ulting a tank while carries free-hit your team is usually a lost trade.Ult carries you can kill, divers threatening your backline, or tanks only when isolation opens fights.
Teamfight SpacingCan often stand directly in front and dare enemies to walk up, relying on durability to absorb pressure.Standing too far ahead gets you layered by burst, crowd control, or augment-enhanced engage before your team helps.Stand close enough to threaten pull but not so far that shield becomes a panic button.

Champion Analysis

Role / Current performance

Overview

Mordekaiser the Iron Revenant functions as an oppressive juggernaut and AoE damage specialist in ARAM: Mayhem, excelling at isolating and eliminating key targets through his signature ultimate ability. His core strategic value lies in R, Realm of Death, which drags an enemy champion into a separate 1v1 dimension where Mordekaiser gains bonus stats and can eliminate most squishy targets in isolation before returning to the main fight with enhanced statistics. This ability defines his role as a high-value target assassin who can remove the enemy ADC or mage from teamfights entirely. Q, Mace of Spades, provides Mordekaiser with three-hit damage that deals bonus damage against single targets, enabling enormous burst damage that can one-shot squishy champions when no other enemies are nearby. W, Iron Man, offers shielding and healing that contributes to his sustained damage presence. E, Death's Grasp, pulls enemies toward Mordekaiser, creating opportunities to drag enemy backliners into his team's damage range for instant eliminations. Mordekaiser's primary strategic strength centers on his R soul isolation capability, high Q single-target burst, practical E pull utility, and strong sustained damage output. His ability to force 1v1 scenarios against high-priority targets makes him particularly valuable in the single-lane ARAM environment where escape routes are limited. The optimal approach involves selecting the most valuable enemy target, typically the ADC or mage, and using R to isolate them for elimination. However, Mordekaiser carries significant weaknesses that opponents can exploit. He possesses no mobility abilities and suffers from slow movement speed, making him highly susceptible to kiting by ranged champions. Additionally, his R can be cleansed by Quicksilver Sash, allowing aware opponents to escape his isolation dimension. These vulnerabilities mean Mordekaiser must carefully time his engagements and rely on E pulls to close distance against mobile or ranged opponents. In practical ARAM: Mayhem gameplay, Mordekaiser serves as a heavy fighter who combines sustained damage with the unique ability to remove key enemies from teamfights. His success depends on identifying and isolating high-value targets while managing his vulnerability to kiting and crowd control. The champion's combination of soul-stealing mechanics, sustained damage, and isolation utility makes him a formidable presence in ARAM's confined battlefield.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Mordekaiser wins ARAM: Mayhem fights by turning chaotic lane brawls into isolated, unfair duels rather than playing as a pure frontliner who engages first every time. The best fights begin after enemies have already spent their mobility, crowd control, or burst on someone else, allowing Mordekaiser to step forward, pull a key target into his zone, and force them to answer his sustained damage. Engage after the enemy commits rather than walking straight through five champions with no setup, as ranged teams will kite and burn the shield before a useful target is reached. Use the pull to punish predictable movement by casting where enemies have to walk, not where they stand. In the narrow lane, players retreat in straight lines after throwing spells, so aim behind them when they back up or slightly to the side when hugging walls. Counter-engage is one of Mordekaiser's strongest roles. When an assassin, diver, or bruiser jumps onto the backline, turn and pull the diver away from carries rather than chasing enemy carries immediately. A saved carry often wins more than a flashy ultimate on the enemy marksman. Snowball works best after confirming the enemy has no clean peel remaining. Watch for shields, displacement, stuns, and dashes before committing. Use Snowball as a gap closer rather than a panic button, throwing when the wave is thin or the target stands near their frontline. Snowball into ultimate is strongest when the target cannot instantly rejoin their team after the duel. Use Snowball defensively when being collapsed on by marking a minion or champion behind the fight to reposition. Stand slightly off-center rather than directly in the lane middle, as this positioning lets the pull cut off more retreat paths and forces enemy carries to choose between walking toward Mordekaiser or into allied skillshots. Use minion waves as cover but do not hide behind them forever, since Mordekaiser needs room to reach melee range. Respect long-range control before having a target, as being rooted or stunned before the shield is charged usually forces an exit from the fight. The best ultimate target is usually the champion the team cannot safely reach, such as a fed marksman, artillery mage, enchanter, or reset assassin. Pick targets that can actually be pressured. If a mobile champion still has every escape and no Snowball mark is available, isolating them may waste the strongest tool. Ultimate the engager when the backline is the win condition, removing that champion from the map for the opening seconds of the brawl. Push when the team has health, cooldowns, and minions, as Mordekaiser excels at standing in the space enemies want to occupy. Pull back when the shield is down and the wave is gone, as this is the enemy's cleanest punish window. Dive only when the enemy's first peel spell is gone or aimed elsewhere. When behind, stop starting fights from max distance and instead stand near carries to punish enemies who enter your half of the lane. Save pull for disengage if enemy engage is stronger. Use shield before enemy burst finishes rather than after dropping too low to stay. The clean Mordekaiser game is about choosing the one enemy who makes the fight easy for their team, dragging them into a bad trade, and giving the team enough time and space to win the rest of the brawl.

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Playstyle Guide

Playstyle / Team structure

Play guide

Mordekaiser the Iron Revenant approaches Mayhem fights as a zone-control bruiser who wins through disciplined positioning, deliberate trades, and well-timed isolation rather than reckless aggression. During levels 1 through 6, Mordekaiser should hold the front line without donating health for free. He starts as a short-range bruiser positioned just behind the main wave or beside a tank, close enough to threaten enemies who walk up but far enough to force long-range poke to choose between hitting him or clearing minions. Early trades should be short and deliberate, walking up when enemies use key poke spells on the wave, tagging them with damage, then stepping back before the enemy team collapses. Snowball serves as a commitment tool rather than a poke spell, and Mordekaiser should only recast it when his team can follow or the target is isolated. Push when the team has better wave clear or the enemy wasted important spells; stall when low on health or when engage tools are unavailable. Reaching level 6 with enough health to threaten a real all-in is the primary goal, with a target in mind for the first ultimate fight. During levels 7 through 11, Mordekaiser enters his most important setup phase. He should play near the front but angle from brush or the side of the wave to force enemies to either give space or expose a carry to pressure. Trading should happen when the team can turn the next two seconds into a fight, with random single hits mattering less than forcing enemies to respond to his zone. The ultimate should solve the fight at hand: isolating fed carries, removing divers threatening the backline, or taking out enabling supports. After winning an isolated duel or forcing enemies low, Mordekaiser should push, as his melee zone makes it difficult for enemies to contest. When behind, he should use the ultimate defensively to remove the enemy's strongest diver or highest-damage champion. In levels 12 and beyond, one bad engage can end the map, so Mordekaiser must position where enemy carries have to respect him while remaining close enough for his team to help after his ultimate ends. He should stop taking low-value poke trades and preserve health for the final commit. Late-game Snowball usage requires a clear plan before throwing, and augment value depends on discipline in playing to the conditions created. When ahead, Mordekaiser forces enemies to answer two threats simultaneously: the team's push and his isolation threat. When behind, he plays for enemy impatience, keeping carries alive and saving the ultimate for the champion who commits first. After the late fight starts, Mordekaiser must consider what happens when his ultimate ends, exiting toward his team to pressure the nearest carry or structure if he wins the isolated fight, or rejoining defensively to protect damage dealers if the isolated target survives. Mordekaiser's late game is strongest when every isolation creates a map result through a won fight, a saved carry, or a structure taken.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Mordekaiser the Iron Revenant excels when ahead by controlling space rather than charging into fights alone. His lead becomes valuable by shrinking the enemy's safe area and forcing them into bad positions. When the enemy team is grouped behind minions or under tower, Mordekaiser should threaten his pull from the side of the wave rather than running straight through, which prevents ranged champions from dealing free damage. If an enemy carry uses mobility or peel tools to dodge his first threat, he should hold his ultimate and continue walking them down, making their next escape much harder. Death Realm target selection separates good Mordekaiser players from highlight hunters. Ulting a fed carry only works if he can stay on them after the cast or if removing them lets his team win the outside fight. Often the better play is ulting the support, tank, or control champion that prevents his team from engaging, since removing the enemy's structure can be more valuable than chasing a kiting carry. When his backline is winning, Mordekaiser should use his ultimate to trap the champion most likely to disrupt them rather than hunting solo kills. After winning fights, Mordekaiser must convert kills into safe pressure without overextending. He should lead pushes and zone respawning enemies while maintaining enough distance to retreat behind his next wave. Before diving, he needs to verify his carries can actually deal damage during the engagement. Snowball should force panic movement rather than taking every mark, which leads to shutdowns from exhaust, roots, and knockbacks. When behind, Mordekaiser must abandon dueling mentality and focus on buying time, punishing overextensions, and isolating enemy follow-up. Walking first into five champions wastes his kit entirely. Instead, he should stand near carries, clear safely, and use his threat to stop divers. Fighting without his shield cycle turns every trade into permanent damage that behind teams cannot afford. Defensive Death Realm usage becomes critical when behind. If an assassin or engager reaches his backline, ulting them can break enemy combo timing and turn a lost engage into a playable fight. He should never force an ultimate on a protected fed carry from desperation range, instead isolating the champion enabling them or waiting for the carry to step forward after the fight begins. When his team is being wiped, using his ultimate to delay the highest-pressure enemy only helps if allies can respawn, retreat, or finish an objective afterward. Recovery comes through punish windows, not full-health brawls. Mordekaiser should combine allied crowd control, Snowball threat, and his pull to punish enemies who step forward expecting no answer. Entering after major disengage spells are spent lets his lower gold matter less. Protecting the remaining damage source often beats chasing low-health enemies into fog. Augment choices should address specific problems. When ahead but getting kited, sticking power and movement access become priorities. When dying before finishing targets, durability and shielding options keep shutdowns safe. When behind and unable to reach targets, entry and control resistance augments restore relevance. Teams lacking engage need augments that help with entry rather than pure dueling power.

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Champion Background

Lore / Identity / Text block

Background copy

Mordekaiser the Iron Revenant is a juggernaut who turns extended close-range contact into inevitable defeat for his opponents. His kit in ARAM: Mayhem revolves around forcing enemies to stay near him long enough for his passive damage aura, ability combos, and ultimate isolation to overwhelm them. He is not a burst assassin or a ranged poker; he is a brawler who wins by making opponents regret standing in his presence. His passive, Darkness Rise, is the core of his identity. After landing abilities or attacks on enemy champions, Mordekaiser activates a damaging aura that rewards patience and positioning. The goal is not to one-shot enemies from range but to force them into prolonged fights where the aura burns them down while his other abilities keep them close. This requires Mordekaiser to create range through his E pull, Snowball follow-up, brush control, or ultimate isolation. The passive is strongest when he is already in the pocket of a fight, not when chasing fleeing targets. Q, Obliterate, serves as his primary damage tool and zone control. It slams a targeted frontal area, punishing enemies who stand in predictable lines or get pulled into him. The ability is not a lock-on and can be sidestepped, so Mordekaiser must aim where enemies will walk rather than where they currently stand. Q is most effective after E pulls, allied crowd control, or when terrain limits enemy movement. It also becomes a powerful isolation punish inside his ultimate. W, Indestructible, is what separates a real frontliner from a slow melee target. It stores damage dealt and taken, then converts that value into a shield. The timing of W activation determines whether Mordekaiser survives burst or falls to crowd control and executes. He must build shield value through combat before committing fully, then decide whether to maintain the shield for fighting or recast it for healing during disengage. E, Death's Grasp, gives Mordekaiser his engage tool and zone threat. The delayed line pull punishes straight-line movement and forces enemies to respect the space where being caught means eating his full combo. Missing E is one of his biggest punishment windows, as it leaves him with no way to close distance beyond walking directly at opponents. R, Realm of Death, defines his teamfight control by isolating one enemy champion in a separate duel space. The ultimate removes outside help and forces a direct test of survival. Target selection is critical: ulting a fed marksman can remove the enemy's damage, ulting an assassin can protect his backline, and ulting a tank only makes sense when doing so breaks enemy engage. A poor ultimate choice can lose the teamfight instantly, as Mordekaiser returns to whatever situation his four teammates face without him. Mordekaiser excels when he controls space, punishes overextension, and forces enemies into unwinnable close-range brawls. He struggles when kited, when his abilities are dodged or wasted, and when he commits without backup. His success depends on patience, target selection, and understanding when to isolate a fight versus when to stand with his team.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Mordekaiser is simple to understand, but easy to throw on ARAM: Mayhem because every fight starts fast and mistakes get punished before you can walk them back. Most bad Mordekaiser games come from two habits: missing the spell that starts your passive, or using Realm of Death on the wrong target at the wrong time. Mechanical mistakes often begin with swinging Q into multiple enemies when you could isolate one target. This causes your damage to lose threat, the target survives the trade, and you often stand still long enough for the enemy backline to unload on you. The correct approach is to angle Q so it clips only an isolated carry, enchanter, or low-health bruiser. If enemies are stacked, use E or movement first to separate someone before committing the hit. Similarly, throwing E straight through the enemy frontline without checking spacing leads to missing completely or pulling the wrong tank into your face, giving enemy carries a free window to kite you. Cast E from fog, behind minions, after an ally slow, or when the target is locked into an animation. Pulling one squishy half a step out of position is better than grabbing three champions you cannot kill. W management separates good Mordekaiser players from poor ones. Activating W only after you are already almost dead wastes the shield value, gets you burst before it matters, or heals for too little. Treat W as a tempo button, not a panic button, using the shield when you are about to take focused damage. Recasting W for the heal while enemies are still hitting you freely removes your own protection and gives burst champions the exact opening they wanted. Keep the shield while damage is still incoming, and recast only when you are out of immediate danger or when the shield would expire. Standing still after casting Q or E also punishes you, as mobile champions sidestep and kite. Cast while moving toward the target's escape route. Realm of Death mistakes prove costly. Ulting while your passive is not active and key spells are unavailable traps you in a duel without damage flow, letting the enemy stall you out. Ult when you can immediately threaten the target with passive ready, Q available soon, and W prepared for counter-burst. Using Snowball recklessly by aiming at the first visible champion and instantly taking it lands you alone in the enemy team, causing you to die before your team can follow. Throw Snowball when allies can follow or when the marked target is isolated enough for Realm of Death. Decision mistakes include ulting the enemy tank because they are closest, which removes you from the real fight while enemy carries kill your team outside the realm. Use Realm of Death on the champion whose absence changes the fight: a fed marksman, a burst mage with key cooldowns ready, an enchanter keeping everyone alive, or a diver threatening your backline. Ulting a target your team was about to kill accidentally saves them from allied damage and wastes your strongest tool. Picking fights before your team can stand behind you leaves Mordekaiser as a slow melee champion walking into five people who can kite and chain crowd control. Additional errors include building only for damage when enemies have heavy burst, chasing one low-health enemy past the wave and away from objective space, treating Realm of Death as a guaranteed kill button, ignoring enemy cleanse or immunity counterplay when choosing an ult target, and walking into poke repeatedly before the fight starts believing W will fix it.

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FAQ

Mordekaiser

FAQ

Is Mordekaiser a frontliner or a carry in ARAM: Mayhem? Mordekaiser is usually a bruiser carry: he wants to stand near the fight, soak pressure, and punish anyone who gets pulled into his zone. If your team lacks a true tank, build and play more durable so you can walk first and force enemies to spend spells on you. The tradeoff is that full damage feels stronger when ahead, but it collapses fast if you cannot reach targets. When should I use Mordekaiser’s ultimate? Use it when removing one enemy changes the fight immediately: an overextended carry, a fed diver, or the only champion stopping your backline. If the target still has mobility, cleanses, or heavy peel ready, wait until they spend it or trap them after Snowball connects. The tradeoff is simple: ulting the wrong target can isolate you from the real fight while your team loses outside. Who is the best Death Realm target? Pick the enemy your team cannot handle in the open lane, not always the squishiest champion. If a carry is positioned badly, take them; if a tank is the only engager, removing them can also win the fight by denying the enemy start. The risk is that some tanks waste your time, so only isolate them when your team can win the four-versus-four outside.

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