ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #11

Sett ARAM Mayhem Build & Best Augments

Sett role and playstyle: baseline role is fighter, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: augment quality meaningfully changes damage, durability, cooldown uptime, and overall ARAM impact. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Sett Sett the Boss Fighter / Tank / Mage
TierT1
Rank#11
Win Rate54.29%
Pick Rate0.70%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate57.00%
Pick Rate17.92%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate54.89%
Pick Rate9.27%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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

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

Win Rate59.15%
Pick Rate8.19%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

57.13%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

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

57.81%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

57.63%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.66%
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).

58.17%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

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

58.88%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

56.87%
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.

52.32%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

49.55%
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%.

53.08%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

50.42%
Force of Nature Force of Nature Force of Nature
Total Price
2,800
Price
750

+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.

55.33%

Starting items

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

+350 Health

57.92%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.92%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

57.76%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.76%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

57.76%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.82%
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.

56.82%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

56.82%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate57.02%
Pick Rate12.48%
#2
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate59.13%
Pick Rate8.59%
#3
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate55.05%
Pick Rate6.15%

Situational itemstop 12

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

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

56.75%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

56.09%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.40%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

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

57.03%
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%.

55.36%
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%.

55.75%
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).

57.75%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

55.47%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

55.13%
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.

49.51%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

57.98%
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%.

56.65%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

56.25%
Phage Phage Phage
Total Price
1,100
Price
350

+15 Attack Damage +200 Health Rage Attacking grants Move Speed for 2 seconds.

56.25%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.78%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.78%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.99%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.99%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.99%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate52.64%
Pick Rate18.99%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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).

Win Rate53.97%
Pick Rate13.07%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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).

Win Rate47.83%
Pick Rate7.02%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

52.96%
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).

54.21%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.92%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

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

55.56%
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.

48.39%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.31%
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%.

50.68%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

48.13%
Force of Nature Force of Nature Force of Nature
Total Price
2,800
Price
750

+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.

55.67%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

49.34%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

52.06%
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.

47.91%

Starting items

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

+350 Health

53.65%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.65%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.72%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.72%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.72%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

48.13%
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.

48.13%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

48.13%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
60.16%
Pick Rate
4.10%
Games
866

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

View augment details
GoldT160.16%4.10%866
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
59.00%
Pick Rate
9.90%
Games
2,090

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

View augment details
PrismaticT159.00%9.90%2,090
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
58.69%
Pick Rate
7.28%
Games
1,537

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

View augment details
GoldT158.69%7.28%1,537
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
58.63%
Pick Rate
4.42%
Games
933

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

View augment details
SilverT158.63%4.42%933
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
58.40%
Pick Rate
14.69%
Games
3,101

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

View augment details
GoldT158.40%14.69%3,101
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
57.64%
Pick Rate
4.53%
Games
956

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
GoldT157.64%4.53%956
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
56.92%
Pick Rate
13.32%
Games
2,811

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

View augment details
SilverT156.92%13.32%2,811
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
56.67%
Pick Rate
12.05%
Games
2,543

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

View augment details
SilverT156.67%12.05%2,543
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
56.06%
Pick Rate
20.56%
Games
4,340

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

View augment details
GoldT156.06%20.56%4,340
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
56.02%
Pick Rate
5.43%
Games
1,146

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

View augment details
GoldT156.02%5.43%1,146
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.88%
Pick Rate
4.11%
Games
868

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

View augment details
GoldT155.88%4.11%868
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.54%
Pick Rate
8.77%
Games
1,851

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

View augment details
PrismaticT155.54%8.77%1,851
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
55.28%
Pick Rate
14.40%
Games
3,039

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

View augment details
GoldT155.28%14.40%3,039
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
55.19%
Pick Rate
11.42%
Games
2,410

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

View augment details
GoldT155.19%11.42%2,410
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.60%
Pick Rate
4.48%
Games
945

Gain 15% omnivamp .

View augment details
SilverT154.60%4.48%945
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.20%
Pick Rate
4.17%
Games
880

Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
PrismaticT154.20%4.17%880
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
53.49%
Pick Rate
9.09%
Games
1,918

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
GoldT153.49%9.09%1,918
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
53.06%
Pick Rate
10.60%
Games
2,237

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

View augment details
GoldT153.06%10.60%2,237
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.98%
Pick Rate
3.90%
Games
823

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
PrismaticT152.98%3.90%823
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.69%
Pick Rate
5.02%
Games
1,059

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

View augment details
PrismaticT152.69%5.02%1,059
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
52.16%
Pick Rate
5.80%
Games
1,225

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

View augment details
GoldT152.16%5.80%1,225
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
51.44%
Pick Rate
5.43%
Games
1,147

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
GoldT151.44%5.43%1,147
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
50.78%
Pick Rate
3.97%
Games
837

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

View augment details
SilverT150.78%3.97%837
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.77%
Pick Rate
4.30%
Games
908

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
GoldT150.77%4.30%908
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
50.35%
Pick Rate
4.77%
Games
1,007

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

View augment details
GoldT150.35%4.77%1,007
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.20%
Pick Rate
3.59%
Games
757

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
SilverT150.20%3.59%757
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.09%
Pick Rate
5.25%
Games
1,108

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT150.09%5.25%1,108
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
61.63%
Pick Rate
2.32%
Games
490

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

View augment details
GoldT261.63%2.32%490
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.74%
Pick Rate
2.92%
Games
616

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

View augment details
PrismaticT259.74%2.92%616
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
59.73%
Pick Rate
2.44%
Games
514

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
SilverT259.73%2.44%514
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.56%
Pick Rate
3.42%
Games
722

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

View augment details
PrismaticT259.56%3.42%722
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.72%
Pick Rate
2.44%
Games
516

Gain 2 Stat Anvils .

View augment details
SilverT258.72%2.44%516
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
56.54%
Pick Rate
2.79%
Games
589

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

View augment details
SilverT256.54%2.79%589
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
56.49%
Pick Rate
3.03%
Games
639

Increases attack damage by 20% .

View augment details
SilverT256.49%3.03%639
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
56.01%
Pick Rate
2.76%
Games
582

Grants 60% bonus attack speed .

View augment details
SilverT256.01%2.76%582
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
55.78%
Pick Rate
2.62%
Games
554

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

View augment details
GoldT255.78%2.62%554
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.47%
Pick Rate
3.51%
Games
741

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
PrismaticT255.47%3.51%741
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
55.05%
Pick Rate
3.00%
Games
634

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
SilverT255.05%3.00%634
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.01%
Pick Rate
2.32%
Games
489

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

View augment details
PrismaticT255.01%2.32%489
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
54.42%
Pick Rate
2.46%
Games
520

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

View augment details
SilverT254.42%2.46%520
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.95%
Pick Rate
2.10%
Games
443

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
PrismaticT253.95%2.10%443
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.91%
Pick Rate
2.30%
Games
486

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
GoldT253.91%2.30%486
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
53.87%
Pick Rate
2.75%
Games
581

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT253.87%2.75%581
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.73%
Pick Rate
2.16%
Games
456

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
PrismaticT253.73%2.16%456
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
53.70%
Pick Rate
2.18%
Games
460

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
SilverT253.70%2.18%460
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.58%
Pick Rate
2.78%
Games
586

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT253.58%2.78%586
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.56%
Pick Rate
2.06%
Games
435

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.56%2.06%435
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.46%
Pick Rate
2.81%
Games
593

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

View augment details
GoldT253.46%2.81%593
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
53.36%
Pick Rate
2.40%
Games
506

Grants 18% armor penetration and magic penetration .

View augment details
GoldT253.36%2.40%506
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.23%
Pick Rate
2.94%
Games
620

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

View augment details
SilverT253.23%2.94%620
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.89%
Pick Rate
2.29%
Games
484

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

View augment details
GoldT252.89%2.29%484
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
52.78%
Pick Rate
1.96%
Games
413

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
GoldT252.78%1.96%413
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.68%
Pick Rate
2.21%
Games
467

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT252.68%2.21%467
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.59%
Pick Rate
2.56%
Games
540

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

View augment details
GoldT252.59%2.56%540
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
52.48%
Pick Rate
2.10%
Games
444

Grants 60 ability haste .

View augment details
GoldT252.48%2.10%444
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.36%
Pick Rate
2.61%
Games
550

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
PrismaticT252.36%2.61%550
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
52.13%
Pick Rate
2.12%
Games
447

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

View augment details
SilverT252.13%2.12%447
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
51.98%
Pick Rate
3.23%
Games
681

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT251.98%3.23%681
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
51.88%
Pick Rate
2.65%
Games
559

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
SilverT251.88%2.65%559
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
51.74%
Pick Rate
3.40%
Games
717

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

View augment details
SilverT251.74%3.40%717
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
51.55%
Pick Rate
1.99%
Games
419

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
GoldT251.55%1.99%419
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.12%
Pick Rate
2.55%
Games
538

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

View augment details
PrismaticT251.12%2.55%538
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
50.96%
Pick Rate
2.23%
Games
471

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

View augment details
SilverT250.96%2.23%471
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.81%
Pick Rate
3.50%
Games
738

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

View augment details
GoldT250.81%3.50%738
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.23%
Pick Rate
2.08%
Games
438

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT250.23%2.08%438
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
47.65%
Pick Rate
2.22%
Games
468

Grants 20% heal and shield power .

View augment details
SilverT247.65%2.22%468
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
47.25%
Pick Rate
2.24%
Games
472

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT247.25%2.24%472
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
46.52%
Pick Rate
2.86%
Games
604

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

View augment details
GoldT246.52%2.86%604
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.07%
Pick Rate
1.27%
Games
268

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
PrismaticT360.07%1.27%268
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.82%
Pick Rate
1.37%
Games
289

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

View augment details
PrismaticT358.82%1.37%289
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.81%
Pick Rate
1.67%
Games
352

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
PrismaticT358.81%1.67%352
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.47%
Pick Rate
1.73%
Games
366

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

View augment details
PrismaticT358.47%1.73%366
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
56.94%
Pick Rate
1.02%
Games
216

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

View augment details
GoldT356.94%1.02%216
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
55.91%
Pick Rate
1.64%
Games
347

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

View augment details
SilverT355.91%1.64%347
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
55.87%
Pick Rate
1.65%
Games
349

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
SilverT355.87%1.65%349
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.79%
Pick Rate
1.73%
Games
365

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
PrismaticT354.79%1.73%365
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
54.51%
Pick Rate
1.31%
Games
277

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
SilverT354.51%1.31%277
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.92%
Pick Rate
1.39%
Games
293

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
SilverT353.92%1.39%293
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.05%
Pick Rate
1.24%
Games
262

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
PrismaticT353.05%1.24%262
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
53.03%
Pick Rate
1.64%
Games
347

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
GoldT353.03%1.64%347
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.69%
Pick Rate
1.32%
Games
279

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
PrismaticT352.69%1.32%279
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.14%
Pick Rate
1.22%
Games
257

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
PrismaticT352.14%1.22%257
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.99%
Pick Rate
1.55%
Games
327

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT351.99%1.55%327
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
51.90%
Pick Rate
1.37%
Games
289

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
GoldT351.90%1.37%289
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.23%
Pick Rate
1.35%
Games
285

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

View augment details
PrismaticT351.23%1.35%285
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.21%
Pick Rate
1.37%
Games
289

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

View augment details
SilverT351.21%1.37%289
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.08%
Pick Rate
1.53%
Games
323

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

View augment details
SilverT351.08%1.53%323
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.93%
Pick Rate
1.53%
Games
324

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

View augment details
PrismaticT350.93%1.53%324
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
50.85%
Pick Rate
1.11%
Games
234

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT350.85%1.11%234
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
50.83%
Pick Rate
1.44%
Games
303

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
GoldT350.83%1.44%303
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
1.37%
Games
290

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

View augment details
GoldT350.00%1.37%290
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
49.85%
Pick Rate
1.62%
Games
343

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

View augment details
GoldT349.85%1.62%343
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.51%
Pick Rate
1.46%
Games
309

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
GoldT349.51%1.46%309
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
49.46%
Pick Rate
1.75%
Games
370

Grants 50% critical strike chance .

View augment details
GoldT349.46%1.75%370
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
49.12%
Pick Rate
1.88%
Games
397

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
SilverT349.12%1.88%397
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.55%
Pick Rate
1.31%
Games
276

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

View augment details
GoldT348.55%1.31%276
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.36%
Pick Rate
1.16%
Games
244

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
PrismaticT348.36%1.16%244
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.34%
Pick Rate
1.83%
Games
386

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

View augment details
GoldT345.34%1.83%386
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.23%
Pick Rate
1.34%
Games
283

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
PrismaticT345.23%1.34%283
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.97%
Pick Rate
1.22%
Games
257

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
PrismaticT343.97%1.22%257
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
64.29%
Pick Rate
0.46%
Games
98

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT464.29%0.46%98
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.42%
Pick Rate
0.45%
Games
96

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

View augment details
PrismaticT460.42%0.45%96
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.16%
Pick Rate
0.58%
Games
123

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
PrismaticT460.16%0.58%123
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
57.28%
Pick Rate
0.49%
Games
103

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

View augment details
SilverT457.28%0.49%103
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.64%
Pick Rate
0.54%
Games
113

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
PrismaticT456.64%0.54%113
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.48%
Pick Rate
0.91%
Games
193

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
PrismaticT456.48%0.91%193
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
55.87%
Pick Rate
0.85%
Games
179

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
SilverT455.87%0.85%179
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
55.56%
Pick Rate
0.72%
Games
153

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

View augment details
GoldT455.56%0.72%153
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
54.62%
Pick Rate
0.62%
Games
130

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
GoldT454.62%0.62%130
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.49%
Pick Rate
0.81%
Games
172

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

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GoldT453.49%0.81%172
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
53.49%
Pick Rate
0.41%
Games
86

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
SilverT453.49%0.41%86
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
53.13%
Pick Rate
0.76%
Games
160

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

View augment details
GoldT453.13%0.76%160
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.98%
Pick Rate
0.72%
Games
151

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
PrismaticT452.98%0.72%151
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.94%
Pick Rate
0.56%
Games
119

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
PrismaticT452.94%0.56%119
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.70%
Pick Rate
0.70%
Games
148

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
SilverT452.70%0.70%148
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.38%
Pick Rate
0.40%
Games
84

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
GoldT452.38%0.40%84
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
52.10%
Pick Rate
0.79%
Games
167

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
GoldT452.10%0.79%167
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.56%
Pick Rate
0.61%
Games
128

Grants 3 random Dragon Souls .

View augment details
PrismaticT451.56%0.61%128
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
50.33%
Pick Rate
0.72%
Games
153

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT450.33%0.72%153
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.90%
Games
190

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT450.00%0.90%190
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
0.87%
Games
184

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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GoldT450.00%0.87%184
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.58%
Games
122

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

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PrismaticT450.00%0.58%122
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.63%
Pick Rate
0.64%
Games
135

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
PrismaticT449.63%0.64%135
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
49.24%
Pick Rate
0.63%
Games
132

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

View augment details
SilverT449.24%0.63%132
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.35%
Pick Rate
0.43%
Games
91

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

View augment details
PrismaticT448.35%0.43%91
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.83%
Pick Rate
0.54%
Games
115

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

View augment details
PrismaticT447.83%0.54%115
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
47.17%
Pick Rate
0.75%
Games
159

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

View augment details
GoldT447.17%0.75%159
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
46.63%
Pick Rate
0.77%
Games
163

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

View augment details
SilverT446.63%0.77%163
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.45%
Pick Rate
0.47%
Games
99

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

View augment details
GoldT445.45%0.47%99
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.52%
Pick Rate
0.73%
Games
155

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT444.52%0.73%155
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
44.44%
Pick Rate
0.43%
Games
90

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT444.44%0.43%90
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
42.22%
Pick Rate
0.43%
Games
90

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT442.22%0.43%90
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.83%
Pick Rate
0.99%
Games
208

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

View augment details
PrismaticT441.83%0.99%208
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
40.74%
Pick Rate
0.51%
Games
108

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

View augment details
SilverT440.74%0.51%108
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.81%
Pick Rate
0.51%
Games
108

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
PrismaticT439.81%0.51%108
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
37.50%
Pick Rate
0.99%
Games
208

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

View augment details
GoldT437.50%0.99%208
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
71.67%
Pick Rate
0.28%
Games
60

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
PrismaticT571.67%0.28%60
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
64.06%
Pick Rate
0.30%
Games
64

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT564.06%0.30%64
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.92%
Pick Rate
0.25%
Games
52

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

View augment details
PrismaticT551.92%0.25%52
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.28%
Pick Rate
0.27%
Games
58

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.

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PrismaticT548.28%0.27%58
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
48.28%
Pick Rate
0.27%
Games
58

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 .

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SilverT548.28%0.27%58
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.67%
Pick Rate
0.28%
Games
60

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

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PrismaticT546.67%0.28%60
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
41.43%
Pick Rate
0.33%
Games
70

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).

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SilverT541.43%0.33%70

Sett Skill Combos

Extracted from the skill order guide

Skill Order
RWQE

Normal order: R > W > Q > E.

RQWE

If your augments reward basic attacks, sticking to targets, movement, on-hit effects, or repeated melee trades: shift toward R > Q > W > E.

RWQE

Take all three basic spells early, then max W first, Q second, and E last.

Sett Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Sett counters these champions in ARAM: Mayhem.

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

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

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

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

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

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. 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

Read counter details

Countered By

5

Sett 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

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

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

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

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

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

Read counter details

Sett Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Ball Delivery, Layered Control, And Safe Follow-up

Sett is an excellent delivery system for Orianna because he naturally enters the middle of the enemy team and forces them to clump or split. When Orianna can place the ball on him before he goes in, every enemy that turns to punish Sett risks getting hit by her area control and burst.

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

Speed, Shields, And Anti-burst Insurance

Sett loves any support that helps him survive the punish window after he goes in. Lulu gives him the time he needs to build grit, finish his crowd control chain, and throw out a high-value shield punch instead of dying before the payoff.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Chain Crowd Control And Fight Reset Power

Seraphine turns Sett’s messy brawls into controlled teamfights. Sett starts the collision and pulls enemies into predictable positions; Seraphine follows with wide crowd control, shielding, healing, and layered damage while the enemy team is trying to step around him.

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

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

Area Damage On Forced Positioning

Sett creates the one thing Miss Fortune wants most: enemies stuck in a bad angle. His ultimate can drag a durable champion into their team, and his grab can briefly hold multiple targets in place. That gives Miss Fortune a clean window to channel damage without needing to start the fight herself.

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

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

Cage Control And Burst On Trapped Targets

Veigar gives Sett a hard boundary to fight around. Sett is dangerous when enemies cannot freely kite backward, and Veigar’s cage forces awkward pathing. If enemies hesitate at the cage edge, Sett reaches them. If they panic through the wrong side, Veigar gets his stun or burst setup.

Sett ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentitySett is a reliable frontline bruiser who stands near the front, protects carries from divers, and punishes enemies who step into his range.Sett becomes a momentum-based fight starter who must actively create windows, as waiting too long leads to being kited while losing space.Shift from passive punishment to proactive window creation, but do not force without follow-up.
Haymaker TimingYou can sometimes cast Haymaker early just to block damage and survive, using it as a reactive defensive tool.You must be greedier, letting enemies commit damage first, then firing when they cannot sidestep to avoid wasting the shield.Hold Haymaker for real commitment and strong angles; panic-casting loses both shield and threat.
Snowball DisciplineSett likes Snowball because it fixes his range problem and helps him close gaps on enemies.Snowball is more important but dangerous; recasting blindly feeds fights since enemies have stronger counter-engage and burst.Treat landed Snowball as an option, not a command; check ally distance and landing zone.
Ultimate UsageUlting the enemy tank into their backline is a classic pattern for disrupting enemy formation.Check the landing zone first; if enemies have disengage or burst, use ult defensively to peel or reposition instead.Prioritize moving the fight meaningfully over damage; avoid isolating yourself deep.
Tempo and PatienceSett can absorb poke, wait for minion waves, and threaten anyone walking into center during slow standoffs.Fights are sudden all-ins where a single augment-enhanced engage can decide the fight before you reach a perfect angle.Wait for enemy cooldowns to be spent, then commit cleanly instead of running in first.
Augment AdaptationItems and runes carry most of Sett's identity as a bruiser wanting health, damage, and durability.Augments change his job: durability helps charge Haymakers, mobility threatens carries, damage makes bad entries more punishing.Pick augments that solve access or survival problems rather than stacking damage you cannot deliver.

Champion Analysis

Role / Current performance

Overview

Sett the Boss is a melee fighter-tank whose explosive burst damage and impressive durability make him a dominant force in Hextech Mayhem team fights. His identity on the Howling Abyss is that of a brawler who thrives in the chaos, absorbing punishment before delivering devastating counterattacks. Sett’s passive, Pit Grit, stores a portion of the damage he takes as Grit, and when fully charged his next two basic attacks heal him, granting excellent sustainability in extended skirmishes. This regeneration mechanic allows him to stay in the front line longer than most melee champions, trading health for Grit and then recovering through auto-attacks. His Q, Knuckle Down, empowers his next basic attack with bonus damage and grants a movement speed boost, enabling rapid engagement and burst damage during the hectic exchanges of Hextech Mayhem. This ability is his primary tool for closing gaps and adding immediate pressure. Sett’s signature damage pattern revolves around his W, Haymaker, which absorbs all damage taken over a short duration and then unleashes a charged punch that deals bonus physical damage based on the Grit absorbed. In Hextech Mayhem’s crowded fights, this damage-absorption mechanic allows Sett to soak up massive burst from multiple enemies before retaliating with a fight-turning strike, especially potent against low-health targets that take additional damage from the punch. His E, Facebreaker, pulls enemies from both sides together and stuns them, a consistently reliable crowd control tool in the narrow lanes and frequent cluster engagements of ARAM. This ability sets up combos for himself and his teammates, locking down multiple opponents simultaneously. Sett’s ultimate, The Show Stopper, grabs an enemy champion and slams them behind him, damaging all enemies along the path. In Hextech Mayhem, this can isolate and eliminate high-value targets by throwing them into the waiting arms of his team, effectively removing a key enemy from the fight and delivering burst area damage. Positioning is critical: Sett needs to be in the thick of combat to build Grit and land his crowd control, but he must manage his W timing to absorb maximum burst before releasing it. The straightforward yet devastating kit grants practical strategic value as a frontline initiator and counter-engager who punishes enemy aggression, turns damage into offensive power, and controls the flow of fights through his stun and ultimate displacement.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Sett wins Mayhem fights by making the enemy answer a bad question: do they hit you and feed your Grit, or do they back up and give your team space? In the ARAM lane, you are strongest when you stand just ahead of your carries, threaten Facebreaker angles, and hold Haymaker until enemies have already committed damage. Walk forward with purpose, take the first layer of poke only when your team can follow, then punish oversteps. Use Snowball to start fights only when your team is close enough to hit the target; if your backline is clearing or repositioning, hold Snowball and posture instead. The best engage is a Snowball hit, a short wait, then recast when the target burns movement or defensive spells. Open with Facebreaker when you can catch enemies on both sides of Sett, often by standing between a frontliner and the carry behind them or using a minion wave as one side of the pull. Use The Show Stopper to move the enemy frontline into their own team, creating a huge disruption zone—ulting a bulky champion backward is often more valuable than targeting a fragile carry too far from your team. When enemies dive first, turn and Facebreaker the diver, forcing them to fight inside your team’s damage. Hold Haymaker until after the enemy commits burst; let them spend their combo, angle the center line through the highest-value target, then fire. When multiple enemies enter together, do not panic ult the first one; check who is carrying the fight and ult that champion away or through their own team. Plan your exit before entering—Snowballing behind the enemy with no minions, ally pressure, or Haymaker charge is a death wish. Use Facebreaker defensively to stop pursuit. When low, turn for a short trade if Grit is built, shield the incoming damage, then back up after the enemy’s burst is spent. Stand slightly off-center, using walls and bushes to shorten the distance enemies must respect. Do not block every projectile for your team by default; block only when a key carry would be hit or when taking the poke grants a real engage chance. Fight around minion waves to help create Facebreaker angles and hide Snowball pressure. Target priority is not always the enemy carry; if the carry is heavily peeled, punish the closest champion, build Grit, and use that body as a path into the rest of the team. Ult the champion whose position ruins the enemy formation. Kill low-mobility damage dealers after their shields, knockbacks, roots, and dashes are used. Throw Snowball when enemies are last-hitting, casting, or walking through a choke; do not always recast immediately—the mark pressures the enemy. When behind, use Snowball as a threat and scouting tool. For augment trigger windows, play around Haymaker if your augment rewards shields or damage taken; save Facebreaker and ult for multi-target moments if your augment rewards immobilizing or displacing; enter after the first enemy control spell is used if your augment rewards repeated close-range combat; and decide your landing target before activating if your augment rewards burst after movement. When ahead, stand forward and force the enemy to choose between losing minions or eating Facebreaker; when pushed in, protect the clear near damage dealers and only step out to absorb poke if Haymaker or team healing can recover it. Dive when the enemy has used their main peel or when your ult can carry a frontliner into the backline; use Haymaker to tank the dangerous part of the dive. After the kill, leave immediately.

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Playstyle Guide

Playstyle / Team structure

Play guide

Sett wants controlled brawls, not random front-to-back jogging. His best games come from standing just far enough forward to threaten a grab, taking short trades until his Grit is meaningful, then turning one committed enemy into a teamfight win. In Mayhem, fights can start faster and augments can change who gets to play aggressively, so he must constantly check whether his team can follow when he goes in or if he is donating himself to five cooldowns. During early levels, Sett positions near the front but not alone in the center of the lane, standing slightly off to one side of the minion wave so enemy poke must choose between hitting him and clearing. He takes short trades, threatening a pull and punching if disrespected, then backing out before the whole enemy team can unload. His early Snowball is a threat tool more than a guaranteed all-in, used when an enemy carry has already used mobility or when landing it forces retreat and gives his side the push. Early augment choices fix his first problem: engage or movement if he cannot reach anyone, durability or healing if he is getting chunked before fights start, or damage and haste if his team already has engage. Sett pushes when his team has safe waveclear and can stand behind him, and stalls when outranged, his Snowball is down, or his health is too low to survive the first rotation. In the mid game, Sett’s most important decision window arrives. He can start fights but should not start every fight. He stands in the lane pocket where his carries can hit the target he grabs, using brush, minion gaps, and side angles to make the enemy respect the pull. His mid-game trading rhythm involves two-step fights: first forcing a reaction with movement or a short grab, then punishing the enemy who used mobility to escape. Mid-game Snowball can decide fights; Sett uses it on a frontline target when he can ult into the backline, or on a squishy only when their escape is down and his team can follow. He waits half a beat before recasting, committing only if his allies move up. Augments now define his job: with tanky or sustain augments, he stands forward and absorbs initial damage; with burst or damage augments, he hides his angle and hits the enemy carry after someone else starts; with mobility tools, he uses them to exit after the first kill threat. Late game Sett must respect damage. He stands close enough that his carry can hit the target he locks down, angling toward the highest-value enemy only when their peel is distracted. Late trades are decisive; he does not take random chip damage without purpose. His late Snowball is both his best engage button and easiest way to lose the game, so he holds it for defensive counter-engage when behind or marks a tank to carry into the enemy formation. Late augment usage is synchronized with the fight’s first real commitment, with defensive actives used upon entry and offensive actives when the target cannot disengage. Sett pushes after a won fight only if his team has enough health to stand with the minion wave, and stalls when death timers are dangerous or his carry is dead. Sett’s winning pattern is simple but strict: create space, make the enemy commit, then punish the clump. When ahead, he uses that pattern to squeeze towers and relics; when behind, he uses it to protect his carries and buy one clean counterfight.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When Sett the Boss is ahead in ARAM: Mayhem, his strength lies not in blind aggression but in controlling space and forcing fights on his terms. He turns a small lead into a forced brawl by threatening flanks or Snowball angles, making the enemy choose between losing the wave, burning mobility, or allowing him to grab a priority target. Instead of diving straight into five enemies, he zones with his body, walking forward with the minion wave to hold the middle of the lane. He becomes a threat zone: stepping up invites a pull or ultimate, backing off gives his team free poke and tower damage. A critical ahead pattern is using enemy frontliners as delivery tools—throwing a tank or bruiser into their carries with his ultimate is safer than walking through the whole team. Sett’s W-style shield and punch window is his anti-throw button; he should not spend it early just to appear active. He lets the enemy commit damage into him, then answers when they are grouped or forced into a narrow path. Pulls are used to confirm damage, not to start every fight blindly—if no ally can follow, a low-value pull puts him in danger. Augments when ahead should make his winning pattern harder to interrupt, prioritizing durability, healing, shields, or tenacity to survive the enemy’s desperation engage, rather than stacking only damage. Even when fed, he respects comeback tools like displacement, lockdown, or chain crowd control, checking who is missing key spells before diving. He ends fights cleanly after the first kill, pushing waves or resetting rather than chasing through fresh respawns. When behind, Sett cannot pretend he is unkillable. His job shifts to making the enemy pay for overstepping, playing closer to his carries to punish divers first. He turns when an assassin or tank jumps on his backline, pulling them off and using his burst while the enemy is committed. He only engages when the enemy formation is broken—such as a carry stepping past their frontline or a tank overextending alone—not just because he landed Snowball. His ultimate is often used defensively, moving away a threatening melee diver to buy time for his carries. He builds grit with purpose while standing near teammates so enemies cannot focus him freely, then answers with his shield-and-damage window before crowd control removes him. Behind Sett takes short trades around minion waves, backing up behind the next wave to wait for cooldowns. Augments should cover why he is losing fights: durability if he dies before a second rotation, movement if he cannot reach anyone, tenacity if CC stops every entry. He does not flank from darkness if his team cannot stall, preferring to stay visible and protect carries. He accepts losing a structure if the fight is unrecoverable, preserving health for the next wave. The key comeback window is enemy greed after they win a fight: when one or two enemies step ahead of the others, he pulls them into his team or uses their frontline to disrupt the backline. Finally, he communicates his intent through positioning—standing beside a carry signals “bait the dive,” while standing in the brush signals “wait for my engage,” ensuring the team understands whether he is peeling, counter-engaging, or starting the brawl.

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Champion Background

Lore / Identity / Text block

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Sett the Boss is a front-line brawler who thrives in the constant chaos of ARAM: Mayhem. His identity revolves around staying in the fight and punishing enemies who commit damage or positioning mistakes. Unlike a one-button engager, Sett wants to stand in the brawl, keep punching, and force the enemy team to spend real tools to move him out. His passive rewards extended trading through alternating basic attacks and provides health regeneration after taking damage, which lets him stabilize during short poke exchanges and win messy front-line trades. However, this value only exists if Sett is actually in range to hit; if the enemy can kite him without being threatened by his other tools, the passive does very little. His Q grants a short burst of approach power and empowers his next punches, turning any small positioning error into a real trade. Sett should not rush into five champions; rather, he waits for a missed enemy spell or an allied slow before activating Q, forcing opponents to choose between taking the punches or spending a defensive tool. The signature ability is W, a powerful swing that converts damage taken into a shield and a damaging area strike, with the center line dealing the most damage. In Mayhem’s fast burst cycles, Sett should hold W until enemies have committed damage into him, then answer before they can reset their spacing. Casting it too early gives the enemy an easy sidestep and removes his best recovery tool. E is his main setup spell, pulling enemies from both sides toward him and creating a locked-down burst window when he catches targets on opposite sides. Because Mayhem features constant clumping, a well-placed E can turn a normal trade into a team-wide punish. Finally, R lets Sett grab an enemy champion and slam them into an area, functioning as engage, displacement, and disruption. The best use is not on the lowest-health target but on whichever champion gives the most damaging landing spot—often a frontliner driven into their own team to break the backline formation. Sett’s entire pressure hinges on timing and positioning. When he wastes Q too early from too far away, misses E, fires W before taking meaningful damage, or picks a bad R target, he becomes predictable and vulnerable. Good opponents will space him, slow his approach, bait his W, spread to avoid a strong R, and immediately turn on him after his key cooldowns are gone. In full teamfights, Sett hits whoever is reachable while saving W for the enemy burst window, using E either as engage confirmation or peel against divers, and reserving R for either a fight-starting collapse or saving his own carries from an assassin. The overarching risk is not using his sustained pressure at all: if Sett only looks for flashy R-W plays and refuses to basic attack during brawls, he loses a large part of his threat and becomes easy to wait out.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Sett is forgiving when he is punching, but not when he wastes his engage or throws Haymaker into empty space. Most Sett mistakes come from using the right spell at the wrong time or taking a brawl before his team can follow. The most common mechanical error is casting Haymaker the moment any damage hits, spending the biggest defensive tool before Grit is meaningful. The correct habit is to let the enemy commit damage first, then turn when Grit is built and the line can hit priority targets. Another frequent mistake is aiming Haymaker only at the closest tank because they are in front, leaving carries safe. Angle the body before casting so the center line threatens a carry or low-health target. For Facebreaker, the wrong action is using it when enemies are on only one side and barely in range, resulting in a weak pull. Look for two-sided pulls—enemy plus minion, tank plus carry, or diver plus backline. With The Show Stopper, ulting the first clickable target without checking the landing zone carries Sett into the enemy team with no follow-up or throws a tank away when the team wanted to kill them. Check the landing zone and slam a durable target through the team when allies can hit there, or ult a diver away from the backline when peeling is more valuable. Using Snowball as permission to enter every time it lands, without checking cooldowns, leaves Sett arriving with no Facebreaker, Haymaker, or ult. Treat Snowball as a delivery tool for a full combo, following only when a clear action after arrival is available. Chasing with Knuckle Down in a straight line while ignoring slows and disengage lets enemies space out and poke; use the speed for short gaps or punishing slowed targets. Autoing randomly instead of staying glued to one target loses pressure—pick one reachable target, punch while walking their escape path, and use Facebreaker or ult when they commit mobility. Standing still during Haymaker wind-up when the enemy can sidestep broadcasts the line; cast after forcing movement from Facebreaker, ally crowd control, a choke, or when the enemy is locked into attacking. Decision mistakes begin with playing Sett as a pure starter every fight, engaging before poke, wave position, and ally cooldowns are ready. Decide before each wave whether to start, counter-engage, or peel—Sett is often strongest when the enemy engages first and gives bodies to pull together. Ignoring the minion wave while looking for flashy grabs loses easy Facebreaker angles; fight around waves for a pull anchor, and clear or step past waves when they block team damage. Building only for damage when the team needs a front line means dying before soaking enough pressure; read the comp and prioritize durability, sticking power, and reliable engage. Diving past assassins or bruisers who threaten the backline leaves damage dealers dead; Facebreaker excels at punishing champions who jump onto carries, and ult can remove a dangerous target. Forcing fights while the team is low, dead, shopping, or stuck behind the wave ensures a mechanically correct engage fails because no one can convert—count bodies before committing, hold the bush, threaten space, and wait for the next wave or respawn. Always ulting the enemy tank because they are big and easy to grab delivers Sett into a bad landing while carries stay untouched; ult the tank only when the slam path hits valuable targets or moving that tank creates an opening. Standing in poke range before the real fight starts means entering already chunked; use brush, minions, and side angles to deny free damage.

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FAQ

Sett

FAQ

Is Sett a frontliner or a carry in ARAM: Mayhem? Sett is a brawling frontliner who can become a carry if the enemy team lets him stay in melee range. If your team has damage behind you, start fights by threatening space rather than instantly diving; force enemies to hit you, then punish with your pull and Haymaker. The tradeoff is that Sett looks scary but can be kited hard if he wastes his engage tools too early. When should I pick Sett in Mayhem? Pick Sett when your team needs someone to stand first, break a poke line, or punish enemies who clump near the wave. If your allies have follow-up crowd control or area damage, your engage becomes much more valuable because you can drag targets into a bad spot. Avoid relying on Sett as the only threat into five long-range champions unless your augments or team comp help you reach them. What is Sett’s basic fight plan? Walk up behind minions or terrain pressure, take some damage on purpose, then use your pull when enemies step close enough to be caught. After that, punch the nearest priority target and save Haymaker for the moment they commit damage into you. The tradeoff is simple: if you spend Haymaker before your Grit is meaningful, you lose your biggest swing tool.

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