ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #57

Aurora ARAM Mayhem Build & Best Augments

Aurora 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: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: 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.

Aurora Aurora the Witch Between Worlds Fighter / Mage / Assassin
TierT2
Rank#57
Win Rate52.16%
Pick Rate0.64%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate51.09%
Pick Rate22.55%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

Win Rate51.11%
Pick Rate16.37%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

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

+12 Magic Penetration +45 Move Speed

Win Rate49.25%
Pick Rate5.53%

Situational itemstop 12

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

+12 Magic Penetration +45 Move Speed

51.00%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

51.61%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

50.64%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

51.58%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

52.27%
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

51.64%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

48.05%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

49.99%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

49.56%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

43.10%
Banshee's Veil Banshee's Veil Banshee's Veil
Total Price
3,000
Price
200

+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.

52.20%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

48.15%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

52.46%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

52.46%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

51.76%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.10%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

50.10%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.35%
Pick Rate
9.23%
Games
1,771

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

View augment details
PrismaticT156.35%9.23%1,771
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.35%
Pick Rate
7.76%
Games
1,489

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

View augment details
GoldT156.35%7.76%1,489
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
56.00%
Pick Rate
10.30%
Games
1,975

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

View augment details
SilverT156.00%10.30%1,975
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.60%
Pick Rate
5.04%
Games
967

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

View augment details
PrismaticT154.60%5.04%967
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.51%
Pick Rate
7.52%
Games
1,442

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

View augment details
GoldT154.51%7.52%1,442
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
53.94%
Pick Rate
5.95%
Games
1,142

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

View augment details
GoldT153.94%5.95%1,142
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.57%
Pick Rate
4.23%
Games
812

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

View augment details
SilverT153.57%4.23%812
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.43%
Pick Rate
7.98%
Games
1,531

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT153.43%7.98%1,531
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.36%
Pick Rate
10.24%
Games
1,964

Gain ability haste equal to 30% AP .

View augment details
PrismaticT153.36%10.24%1,964
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.32%
Pick Rate
5.89%
Games
1,129

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

View augment details
PrismaticT153.32%5.89%1,129
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
52.87%
Pick Rate
14.15%
Games
2,714

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

View augment details
GoldT152.87%14.15%2,714
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
52.61%
Pick Rate
5.20%
Games
998

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

View augment details
GoldT152.61%5.20%998
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
52.58%
Pick Rate
7.47%
Games
1,432

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

View augment details
SilverT152.58%7.47%1,432
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
52.45%
Pick Rate
9.45%
Games
1,813

Grants 18% armor penetration and magic penetration .

View augment details
GoldT152.45%9.45%1,813
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
52.03%
Pick Rate
4.36%
Games
836

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

View augment details
SilverT152.03%4.36%836
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.76%
Pick Rate
4.30%
Games
825

Grants 60 ability haste .

View augment details
GoldT151.76%4.30%825
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.28%
Pick Rate
5.09%
Games
977

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT151.28%5.09%977
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
51.22%
Pick Rate
9.38%
Games
1,800

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

View augment details
SilverT151.22%9.38%1,800
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.62%
Pick Rate
13.09%
Games
2,511

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

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PrismaticT150.62%13.09%2,511
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
50.31%
Pick Rate
9.19%
Games
1,763

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

View augment details
GoldT150.31%9.19%1,763
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
50.14%
Pick Rate
5.43%
Games
1,041

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT150.14%5.43%1,041
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.10%
Pick Rate
5.39%
Games
1,034

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT150.10%5.39%1,034
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
49.90%
Pick Rate
5.34%
Games
1,024

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

View augment details
SilverT149.90%5.34%1,024
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
49.72%
Pick Rate
6.43%
Games
1,233

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

View augment details
GoldT149.72%6.43%1,233
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.65%
Pick Rate
17.66%
Games
3,388

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
GoldT149.65%17.66%3,388
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
49.58%
Pick Rate
5.58%
Games
1,071

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
SilverT149.58%5.58%1,071
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.24%
Pick Rate
5.15%
Games
987

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

View augment details
SilverT149.24%5.15%987
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.69%
Pick Rate
11.18%
Games
2,144

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
GoldT148.69%11.18%2,144
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.61%
Pick Rate
13.27%
Games
2,545

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
GoldT148.61%13.27%2,545
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
48.13%
Pick Rate
5.29%
Games
1,014

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

View augment details
SilverT148.13%5.29%1,014
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.39%
Pick Rate
4.60%
Games
882

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

View augment details
PrismaticT147.39%4.60%882
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.82%
Pick Rate
4.30%
Games
825

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

View augment details
GoldT145.82%4.30%825
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.75%
Pick Rate
3.53%
Games
677

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
GoldT257.75%3.53%677
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
56.03%
Pick Rate
3.20%
Games
614

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

View augment details
SilverT256.03%3.20%614
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.67%
Pick Rate
2.43%
Games
467

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

View augment details
PrismaticT255.67%2.43%467
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
55.61%
Pick Rate
2.28%
Games
437

Gain 2 Stat Anvils .

View augment details
SilverT255.61%2.28%437
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
55.28%
Pick Rate
3.60%
Games
691

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

View augment details
GoldT255.28%3.60%691
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.89%
Pick Rate
2.18%
Games
419

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

View augment details
PrismaticT254.89%2.18%419
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
54.80%
Pick Rate
3.85%
Games
739

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

View augment details
GoldT254.80%3.85%739
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
54.46%
Pick Rate
3.27%
Games
628

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
SilverT254.46%3.27%628
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
54.44%
Pick Rate
2.29%
Games
439

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

View augment details
GoldT254.44%2.29%439
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.44%
Pick Rate
1.76%
Games
338

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

View augment details
SilverT254.44%1.76%338
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.90%
Pick Rate
3.08%
Games
590

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.90%3.08%590
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
53.87%
Pick Rate
1.82%
Games
349

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

View augment details
SilverT253.87%1.82%349
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
53.76%
Pick Rate
2.29%
Games
439

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
SilverT253.76%2.29%439
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
53.39%
Pick Rate
2.54%
Games
487

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
GoldT253.39%2.54%487
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
53.27%
Pick Rate
2.79%
Games
535

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
GoldT253.27%2.79%535
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.53%
Pick Rate
2.58%
Games
495

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
PrismaticT252.53%2.58%495
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.02%
Pick Rate
3.35%
Games
642

Gain 15% omnivamp .

View augment details
SilverT252.02%3.35%642
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.29%
Pick Rate
2.23%
Games
427

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
PrismaticT251.29%2.23%427
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
51.07%
Pick Rate
3.42%
Games
656

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

View augment details
SilverT251.07%3.42%656
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
51.03%
Pick Rate
3.29%
Games
631

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

View augment details
GoldT251.03%3.29%631
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
50.55%
Pick Rate
2.36%
Games
453

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT250.55%2.36%453
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
49.87%
Pick Rate
2.02%
Games
387

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

View augment details
SilverT249.87%2.02%387
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
48.87%
Pick Rate
3.68%
Games
706

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
GoldT248.87%3.68%706
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.66%
Pick Rate
1.95%
Games
374

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

View augment details
GoldT248.66%1.95%374
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.59%
Pick Rate
2.04%
Games
391

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

View augment details
GoldT248.59%2.04%391
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.19%
Pick Rate
1.73%
Games
332

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

View augment details
PrismaticT248.19%1.73%332
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.98%
Pick Rate
3.35%
Games
642

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
GoldT247.98%3.35%642
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.65%
Pick Rate
2.34%
Games
448

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

View augment details
GoldT246.65%2.34%448
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.63%
Pick Rate
1.78%
Games
341

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
PrismaticT246.63%1.78%341
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.28%
Pick Rate
4.00%
Games
767

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
GoldT246.28%4.00%767
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
57.39%
Pick Rate
0.92%
Games
176

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
SilverT357.39%0.92%176
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
57.29%
Pick Rate
1.04%
Games
199

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
SilverT357.29%1.04%199
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
56.07%
Pick Rate
1.46%
Games
280

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

View augment details
SilverT356.07%1.46%280
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.37%
Pick Rate
1.07%
Games
206

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

View augment details
PrismaticT354.37%1.07%206
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
53.01%
Pick Rate
1.39%
Games
266

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT353.01%1.39%266
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.94%
Pick Rate
0.80%
Games
153

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

View augment details
PrismaticT352.94%0.80%153
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
52.84%
Pick Rate
1.56%
Games
299

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

View augment details
SilverT352.84%1.56%299
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.62%
Pick Rate
1.68%
Games
322

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

View augment details
PrismaticT350.62%1.68%322
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.61%
Pick Rate
0.85%
Games
164

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

View augment details
PrismaticT350.61%0.85%164
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
50.33%
Pick Rate
1.58%
Games
304

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

View augment details
GoldT350.33%1.58%304
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.32%
Pick Rate
1.64%
Games
314

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
GoldT350.32%1.64%314
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.28%
Pick Rate
0.92%
Games
177

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

View augment details
GoldT350.28%0.92%177
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.32%
Pick Rate
1.15%
Games
221

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT349.32%1.15%221
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
48.81%
Pick Rate
0.88%
Games
168

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

View augment details
SilverT348.81%0.88%168
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.78%
Pick Rate
0.85%
Games
164

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

View augment details
GoldT348.78%0.85%164
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
48.43%
Pick Rate
1.50%
Games
287

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

View augment details
SilverT348.43%1.50%287
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.33%
Pick Rate
1.25%
Games
240

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
SilverT348.33%1.25%240
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.96%
Pick Rate
1.15%
Games
221

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

View augment details
PrismaticT347.96%1.15%221
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.90%
Pick Rate
1.24%
Games
238

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

View augment details
GoldT347.90%1.24%238
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.83%
Pick Rate
0.96%
Games
184

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
SilverT347.83%0.96%184
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.68%
Pick Rate
1.24%
Games
237

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

View augment details
GoldT347.68%1.24%237
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
47.13%
Pick Rate
0.91%
Games
174

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

View augment details
GoldT347.13%0.91%174
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.83%
Pick Rate
1.07%
Games
205

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT346.83%1.07%205
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.10%
Pick Rate
1.47%
Games
282

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
PrismaticT346.10%1.47%282
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.87%
Pick Rate
1.14%
Games
218

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

View augment details
PrismaticT345.87%1.14%218
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
45.86%
Pick Rate
0.94%
Games
181

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

View augment details
GoldT345.86%0.94%181
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.80%
Pick Rate
1.37%
Games
262

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
GoldT345.80%1.37%262
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
45.66%
Pick Rate
1.14%
Games
219

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

View augment details
SilverT345.66%1.14%219
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.60%
Pick Rate
1.01%
Games
193

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
PrismaticT345.60%1.01%193
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.41%
Pick Rate
1.08%
Games
207

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
PrismaticT345.41%1.08%207
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
44.95%
Pick Rate
1.14%
Games
218

Grants 50% critical strike chance .

View augment details
GoldT344.95%1.14%218
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
44.57%
Pick Rate
1.39%
Games
267

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

View augment details
SilverT344.57%1.39%267
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.32%
Pick Rate
0.97%
Games
187

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

View augment details
GoldT343.32%0.97%187
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
57.45%
Pick Rate
0.74%
Games
141

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
GoldT457.45%0.74%141
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.41%
Pick Rate
0.46%
Games
88

Grants 3 random Dragon Souls .

View augment details
PrismaticT453.41%0.46%88
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.26%
Pick Rate
0.48%
Games
92

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
PrismaticT453.26%0.48%92
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.67%
Pick Rate
0.31%
Games
60

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
GoldT451.67%0.31%60
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
51.64%
Pick Rate
0.64%
Games
122

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT451.64%0.64%122
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.47%
Pick Rate
0.71%
Games
136

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
PrismaticT451.47%0.71%136
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
51.45%
Pick Rate
0.72%
Games
138

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
GoldT451.45%0.72%138
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.40%
Pick Rate
0.56%
Games
107

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
SilverT451.40%0.56%107
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
50.68%
Pick Rate
0.38%
Games
73

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
GoldT450.68%0.38%73
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.48%
Pick Rate
0.51%
Games
97

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
PrismaticT449.48%0.51%97
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
48.82%
Pick Rate
0.66%
Games
127

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

View augment details
SilverT448.82%0.66%127
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.35%
Pick Rate
0.47%
Games
91

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
PrismaticT448.35%0.47%91
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.31%
Pick Rate
0.46%
Games
89

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

View augment details
PrismaticT448.31%0.46%89
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
48.28%
Pick Rate
0.60%
Games
116

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

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SilverT448.28%0.60%116
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.69%
Pick Rate
0.68%
Games
130

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.

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PrismaticT447.69%0.68%130
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.67%
Pick Rate
0.31%
Games
60

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。

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PrismaticT446.67%0.31%60
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.55%
Pick Rate
0.30%
Games
58

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
PrismaticT446.55%0.30%58
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
46.34%
Pick Rate
0.64%
Games
123

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

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SilverT446.34%0.64%123
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.00%
Pick Rate
0.52%
Games
100

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.

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GoldT446.00%0.52%100
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
45.59%
Pick Rate
0.35%
Games
68

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

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GoldT445.59%0.35%68
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.45%
Pick Rate
0.69%
Games
132

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

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PrismaticT445.45%0.69%132
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
45.16%
Pick Rate
0.32%
Games
62

Gain ( 200 / 100) bonus attack range.

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GoldT445.16%0.32%62
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.56%
Pick Rate
0.53%
Games
101

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

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PrismaticT443.56%0.53%101
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
43.55%
Pick Rate
0.32%
Games
62

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
SilverT443.55%0.32%62
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.16%
Pick Rate
0.50%
Games
95

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
GoldT443.16%0.50%95
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.86%
Pick Rate
0.51%
Games
98

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
PrismaticT442.86%0.51%98
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.19%
Pick Rate
0.33%
Games
64

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

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PrismaticT442.19%0.33%64
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
39.68%
Pick Rate
0.33%
Games
63

获得?技能急速(40%%i:scaleCrit%)。

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SilverT439.68%0.33%63
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
39.33%
Pick Rate
0.46%
Games
89

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
GoldT439.33%0.46%89
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
35.21%
Pick Rate
0.37%
Games
71

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

View augment details
SilverT435.21%0.37%71
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
30.67%
Pick Rate
0.39%
Games
75

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

View augment details
GoldT430.67%0.39%75
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
33.33%
Pick Rate
0.28%
Games
54

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

View augment details
SilverT533.33%0.28%54

Aurora Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

RQWE

A common adjusted order is R > Q > W > E when your survival and re-entry value clearly decide fights more than raw second-spell damage.

REQW

E-enhanced or brawl-focused augments: R > E > Q > W, only with a clear trigger

RQEW

Max Q first, max E second, put points in R whenever available, and leave W for last.

Aurora Counters

Counters and threats extracted from the matchup guide

Counters

Counters

6

Aurora counters these champions in ARAM: Mayhem.

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Aphelios Aphelios Aphelios T2
Tier
T2
Rank
#39
Win Rate
52.50%
Pick Rate
0.53%

Aphelios is a backline marksman who wins through weapon management, spacing, and clean target selection. He does not play like a simple right-click carry: his strength changes with the two guns he is holding, so good Aphelios players look for fights when their current weapon pair gives them strong poke, burst, sustain, or area damage. In ARAM: Mayhem, he becomes a high-ceiling carry in constant teamfights. The shorter lane and faster skirmishes give him plenty of targets, but they also punish bad positioning hard. Play around your gun cycle, take fights when your weapons match the moment, and use augments to push his damage, safety, or teamfight cleanup. If the enemy has heavy dive, stay patient; Aphelios can carry Mayhem fights, but only if he survives the first engage. View champion guide

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

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

Karthus Karthus Karthus T2
Tier
T2
Rank
#54
Win Rate
51.96%
Pick Rate
0.82%

Karthus is a long-range magic damage mage who turns messy fights into guaranteed pressure. His core pattern is simple: poke with repeated spells, control space with his zone, and keep dealing damage even after he dies. He is not picked to dodge every threat; he is picked to make every engage expensive. In ARAM: Mayhem, Karthus gets more chances to fight constantly, so his value comes from positioning near the action without wasting his death. Walk up when your team can follow, punish enemies grouped in the lane, and use your global ultimate to finish low-health targets after a brawl. If you die too early with no teammates nearby, the enemy can simply wait out your damage and reset. View champion guide

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

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

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

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

Read counter details

Countered By

6

Aurora is countered by these champions in ARAM: Mayhem.

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

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

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

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

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

Caitlyn Caitlyn Caitlyn T2
Tier
T2
Rank
#53
Win Rate
51.42%
Pick Rate
1.21%

Caitlyn is a long-range marksman who wins fights by controlling space before enemies can comfortably walk in. Her signature pattern is simple: poke from safety, punish anyone who steps into traps, then finish low-health targets with a clean shot when they cannot hide behind their team. In ARAM: Mayhem, the constant 5v5 pressure makes Caitlyn feel less like a quiet scaling ADC and more like a lane sheriff from the first wave. She is strongest when her team can hold a front line or create crowd control for her traps. If enemies dive past that line, she has to kite carefully and save her defensive tools instead of chasing damage. Pick Caitlyn when you want steady ranged damage, strong siege pressure, and clear punish windows. Play her patiently: hit what is safe, trap the obvious paths, and let the narrow map turn every enemy misstep into free damage. 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

Read counter details

Aurora Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Rell Rell Rell T1
Tier
T1
Rank
#14
Win Rate
54.57%
Pick Rate
0.40%

Rell is a hard-engage tank who wins by starting fights on her terms. She wants to ride in, force the enemy team to react, then keep bodies close long enough for her carries to clean up. Her signature pattern is simple: look for grouped enemies, commit with your engage, and turn the fight into a messy frontline brawl where running away is difficult. In ARAM: Mayhem, Rell is easier to find action with but also easier to punish if she wastes her entry. The map keeps teams close, augments can make fights explode quickly, and one good engage can decide the whole wave. Play patiently until enemies stack up or burn key escape tools, then go in with your team ready to follow. If you dive alone, you are not a tank; you are a delivery system for enemy damage. View champion guide

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

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

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

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

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

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

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

Hard Engage Tanks Synergy Mechanism: These Champions Give Aurora The Cleanest Fight Shape: Someone Else Enters First, Absorbs The First Punish, And Pins Targets Long Enough For Aurora To Land Her Damage Instead Of Gambling On A Raw Angle. Combo: Let The Tank Threaten Snowball Or Direct Engage First. Once The Enemy Backline Steps Together Or Uses Mobility To Dodge The Tank, Aurora Follows With Her Own Entry And Drops Her Zone Where The Fight Is Already Forced. She Should Not Lead Unless The Enemy Has Clearly Wasted Key Control. Best Scenario: The Enemy Team Has Multiple Squishy Carries Standing Behind One Frontline Body. A Tank Engage Pulls Their Peel Forward, Aurora Enters From The Side, And The Enemy Carries Are Stuck Choosing Between Fighting The Tank Or Turning Into Aurora’s Burst. Enemy Answer: Good Opponents Spread Before The Engage, Hold Knockbacks Or Silences For Aurora, And Refuse To Stack Inside The Choke. They May Also Bait The Tank In, Disengage, Then Punish Aurora When She Follows Late. Failure Risk: If Aurora Enters At The Same Time As The Tank But From The Same Straight Line, She Eats Every Defensive Spell Meant For The Engage. If The Tank Misses, Aurora Has No Safe Target And Can Get Stranded. Recovery: Do Not Force The Second Dash Or Chase After A Failed Engage. Back Out Behind The Tank, Farm The Wave, And Wait For The Next Crowd Control Chain. Aurora Can Still Poke And Threaten A Re-entry Once Enemy Cooldowns Are Down. Orianna, Seraphine, Karma, Lulu, Milio

Primary engage: Aurora is much stronger as the second champion into the fight. A real frontliner or reliable initiator stops her from spending mobility just to start a coin-flip engage.

Aurora ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityActs as a patient, opportunistic poke mage who chips frontline and saves big commits for fights that are already starting.Becomes an active tempo skirmisher who must create fight starts herself and cannot rely on passive wave-clearing to stack advantages.Shift from waiting for openings to actively creating punishable windows.
Ultimate UsageOften saved as a major teamfight tool against grouped enemies, waiting for the perfect moment to maximize target count.Used earlier to lock priority areas, split fast dives, or force escapes; waiting for five-man plays often leaves frontline dead.Use ultimate to stop dives or trap two priority targets rather than waiting.
Snowball StrategyCan often skip Snowball aggression and rely on spell range, brush control, and waiting for enemy mistakes.Higher value as engage choice, dodge tool, and threat signal; landing it lets you choose when to enter instead of only reacting.Hold Snowball recast for follow-up or after enemy escapes are burned.
Tempo and ResetsHas room for low-health standoffs, sitting back to catch waves and waiting for relics or better fight opportunities.Harsher pace punishes slow resets; winning a trade requires immediately converting pressure before enemies recover through augments.Push pace after won trades when team can follow; do not let enemies recover.
Build LogicFollows standard mage plans for damage, penetration, and safety, often delaying defensive purchases until after several deaths.Requires problem-solving builds; defensive items enable survival through initial contact, adding more real damage than greedy purchases.Buy defensive answers early to survive dives and cast multiple times.

Champion Analysis

Role / Current performance

Overview

Aurora the Witch Between Worlds functions as a ranged mage in Hextech Mayhem, distinguished by her unique dual-realm mechanics and excellent mixed damage output. Her identity centers on the ability to traverse between the material and spiritual worlds, creating a distinctive combat style that sets her apart from other mages in the mode. Her passive, Spirit Butterfly, establishes a unique rhythm to her spellcasting by causing abilities to leave spirit butterflies on enemies hit. Collecting enough butterflies empowers her next ability, rewarding consistent ability usage and encouraging players to maintain pressure through careful spell sequencing. Her Q, Soul Touch, serves as her primary damage tool, firing spiritual energy that deals magic damage for poke and supplementary damage. This ability provides reliable harass in the single-lane environment of Hextech Mayhem. Her W, Spirit Realm, represents her core ability and defining mechanic. When activated, Aurora enters the spirit world where she can move freely and cast abilities while enemies in the material world take continuous damage. This dual-realm interaction creates opportunities for safe damage output and repositioning that few other champions can replicate. Aurora's E, Butterfly Wings, functions as her core mobility tool, releasing butterfly wings for a movement speed boost that enables effective repositioning in the cramped fighting space of Hextech Mayhem. Her ultimate, Realm Merge, stands as her most powerful ability, merging the material and spiritual worlds to deal massive AoE magic damage while slowing enemies in a large area. In the crowded team fights characteristic of Hextech Mayhem, this combination of AoE damage and crowd control proves excellent for influencing engagements and turning fights in her team's favor. Aurora's strategic value lies in her ability to deliver consistent damage from unexpected angles through her spirit realm mechanics while maintaining safety through her mobility tool. Her kit rewards players who can master the rhythm of her spirit butterfly system and effectively time her realm transitions. The combination of poke damage, sustained damage through her W, and powerful teamfight ultimate makes her a versatile pick capable of contributing across multiple phases of Hextech Mayhem engagements. Her dual-realm mechanics and spirit butterfly system make Aurora one of the most unique mages in Hextech Mayhem.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Aurora the Witch Between Worlds thrives in chaotic, messy fights rather than prolonged front-to-back poking. In ARAM's narrow lane, success comes from short trades where you tag an opponent, step sideways, and force them to guess whether you are committing or backing out. Walking straight at five enemies results in getting stunned and eliminated, while hovering at the edge of vision and shifting angles before they respond forces bad skillshots and creates space for your team. Start fights from an angle rather than through the minion line. Aurora becomes significantly more threatening when approaching from side brush or from behind your frontline after enemies have expended long-range spells. Engaging through the center allows tanks to body-block and gives carries time to react. Look for marked or slowed targets before committing, as your best engage is often a quick hit followed by a step back while team poke lands. Commit harder only when enemy carries have used their dashes, cleanses, spell shields, or main crowd control. Aurora excels when enemies enter your space first. If a bruiser or assassin Snowballs onto your backline, turn on the diver rather than chasing carries. Use mobility to stay outside their clean hit range while helping your team eliminate them. Hold reposition tools when enemies have clear engage threats, as dodging the first engage often forces their team to walk forward through your damage with no clean setup. Use your ultimate as a fight-shaping tool to split enemy frontlines from carries or trap overextended targets, but avoid placing it too early without ally damage nearby. Leave fights before being forced out. Aurora can slip around combat but is not a tank, and waiting until rooted, stunned, or boxed against terrain eliminates escape options. After trades, immediately decide whether to chase isolated targets or reset behind durable allies. Use minion waves as cover when retreating, stepping behind minions or tanks to avoid skillshots, then re-entering from different angles. Stand slightly off-center in lane, as the middle attracts every poke spell and engage tool. Diagonal movement lets Aurora tag side targets while maintaining pressure. Respect choke points near towers and brush entrances where movement becomes predictable. Do not stack directly on marksmen or enchanters, as this gives enemies free multi-target value. Hit targets you can finish rather than always targeting carries. Diving past tanks with crowd control ready often throws fights. Carry access comes from tracking dashes, shields, and peel cooldowns. Against assassins, become the trap by standing near vulnerable allies and punishing their landing. Snowball works best after creating uncertainty, not onto full-health frontlines at max range. The threat alone can break enemy formation, so wait for proper follow-up before committing. Use Snowball defensively when fights flip to escape danger. Time augment triggers around what they reward, activating combat augments when enemies commit forward rather than retreat. When behind, stop forcing deep flanks and instead protect waveclear while waiting for enemy overcommits to punish.

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Playstyle Guide

Playstyle / Team structure

Play guide

Aurora the Witch Between Worlds excels in short, angled fights rather than prolonged front-to-back confrontations. She functions as a slippery AP skirmisher who steps in when enemies have expended their engage or main poke, tags them, then fades back before the full enemy team can respond. When her team has hard engage, Aurora follows and cleans up. When her team is fragile, she slows the fight down, punishes oversteps, and preserves enough health to threaten the next wave. During levels 1 through 6, Aurora should position slightly behind her frontline or beside her strongest poke champion, never alone in the front brush. Early deaths are punishing because they surrender lane control and grant enemies relic access. She trades in small bites, stepping up after enemies waste spells on the wave or her tank, landing damage, then retreating before they can answer with a full rotation. Snowball serves as a follow-up tool rather than an opener, used when frontline crowd control lands or an enemy carry is already low. Early augments should address her primary problems: survivability to cast, reaching targets safely, or adding reliable damage to short trades. Push when her team has stronger waveclear or an enemy dies; stall when enemies possess superior all-in potential or her frontline is low. From levels 7 through 11, Aurora becomes significantly more dangerous when entering from the correct position. She stands outside direct enemy engage lines and seeks diagonal approaches from brush, behind her tank, or after her wave crashes. Trading revolves around enemy cooldowns; when key crowd control or dashes are down, she steps forward for heavier rotations. Snowball punishes separated targets rather than diving full backlines alone. Augment choices should match the game state, prioritizing engage tools, burst, or survivability depending on team composition and enemy threats. Push after winning trades or killing waveclear champions; stall when enemy ultimates are ready and her team lacks health. At levels 12 and beyond, patience defines Aurora's approach. She positions to threaten the enemy backline without being the first target struck. Late fights hinge on single oversteps or caught carries, so she avoids trading health for chip damage. Snowball becomes fight-deciding, used to follow guaranteed crowd control, dodge into better angles, or reach carries lacking peel. Late augment selections reinforce her final role, whether as main damage threat or utility support. Push hard after won fights with multiple enemies down; stall when missing ultimates or waiting for respawns. The clean Aurora pattern is wait, angle, strike, leave, then strike again when enemies chase. Rushing the first entry makes her the target, but forcing enemies to spend tools first allows Aurora to transform Mayhem fights into messy skirmishes where her mobility and burst matter more than raw frontline durability.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Aurora the Witch Between Worlds excels when she enters fights after enemies have committed their key cooldowns, whether ahead or behind. When ahead, she should play as a short-range closer rather than long-range artillery, standing just outside reliable engage range and chipping with safe casts before committing once carries have used dashes, cleanse tools, spell shields, or peel cooldowns. Entering after these tools are gone converts leads into clean wipes, while entering first donates shutdown gold to the enemy. Wave control serves as a permission slip for aggression. When minions are under the enemy turret, Aurora can take side angles and force enemies to choose between clearing, dodging, or answering her. If the wave is dead, backing up is essential because diving through an empty lane gives the enemy full vision and focus. Ahead Aurora throws games when she treats every low-health target as free, instead of first checking for point-and-click crowd control, knockups, suppression, silence, or instant burst that can stop her. Fighting from the edge of the brawl forces carries into bad positioning. Standing directly in front allows tanks to mark her too easily. The big commit should be held for lock-in moments when enemies have no dash available, are clumped near terrain, or are retreating through narrow lane sections. Mobility should be spent to finish fights, not start every trade, because enemies wait for over-hops into their team. Augment choices should protect leads from single mistakes. Defensive or movement-based augments like shields, healing, anti-burst tools, or speed after casting help survive the moment after diving. Damage augments work when enemies cannot reach Aurora cleanly or lack reliable engage. After two kills, pushing the wave and hitting structures matters more than chasing, because fresh enemies can flip fights when Aurora is deep with low health. When behind, Aurora must stop playing for highlight engages and focus on health bars, cooldowns, and wave survival. Her first job becomes making the enemy frontline pay for walking up rather than diving the carry. Mobility serves as a dodge tool first, waiting for dangerous spells before answering. Cleanup angles replace initiation angles, with entry triggers being teammate crowd control or enemy carries walking forward to finish kills. Defending the wave becomes critical when behind, as losing it means losing space, relic access, turret health, and safe recall timing. Augments should buy time through survivability, shielding, healing, damage reduction, or movement rather than raw damage. Damage augments only help when teammates can provide peel. Aurora should never ult or hard-commit into full enemy resources, instead waiting for enemies to dive too far, carries to separate from peel, or allies to land the first control effect. Recovery comes through side pockets and fog rather than open-lane running. The fundamental rule across both states is that Aurora wins when she enters after enemies have shown their answer.

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Champion Background

Lore / Identity / Text block

Background copy

Aurora the Witch Between Worlds operates as a poke mage who transitions into a skirmisher through her passive, Spirit Abjuration. This mechanic rewards repeated contact with the same champion, triggering extra magic damage alongside a burst of mobility and sustain. In ARAM: Mayhem, the crowded fights make her passive easy to start but risky to finish. Chasing a backline champion to complete a passive cycle often pulls Aurora into crowd control, so she should target enemies already walking forward. Her Q, Twofold Hex, serves as her primary poke, wave pressure, and passive-stacking tool. The return path often proves stronger than the initial cast because enemies sidestep the first shot then walk into the pullback line while trading. Q is normally maxed first as her most reliable damage button. W, Across the Veil, functions as her repositioning and stealth tool. Mayhem's constant crowd control and random burst windows make holding W for enemy committed engage stronger than using it to start poke. Wasted W leaves Aurora as a short-ranged mage with limited escape, creating her clearest punish window. E, The Weirding, provides a close-to-mid range blast with self-displacement, damaging and slowing enemies while moving Aurora backward. This built-in kite pattern excels against bruisers, assassins, and tanks who cross the front line. E is usually maxed second, adding reliable combat value after Q. Her ultimate, Between Worlds, defines teamfights by creating a zone that makes escape difficult for enemies while giving Aurora powerful repositioning options inside. R is strongest when enemies are already committed, such as after a hook lands or when divers jump onto her backline. Placement discipline matters; aiming for the space enemies must move through rather than where they stand prevents easy escapes. A bad R that catches no priority target or places Aurora beyond follow-up range is expensive, as enemies can wait out the zone and re-engage after her escape tools are gone. Throughout all phases, Aurora wins through controlled spacing and short repeated trades rather than extended chases or all-in dives.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Aurora the Witch Between Worlds performs best when she tags enemies from just outside retaliation range and commits only after they have spent their best answers. The most damaging mistakes come from treating her like a pure poke mage or a full dive assassin when she is neither. Mechanical errors often start with mismanaging Q, her main damage spell. Firing Q without securing the return cast loses a large portion of her damage pattern and leaves her vulnerable to retaliation. The correct approach is throwing Q when enemies are moving through narrow lanes, locked by allied crowd control, or stepping up for minions, then recasting only when the return path will cross them. W should never be used forward just to start a trade, as this spends her main repositioning tool before the enemy commits. If they answer with Snowball, hard crowd control, or a dash, she has no clean exit. W is best saved for the second beat of a fight, dodging key spells or repositioning after damage lands. E requires respect for its backward movement, as poor placement can push Aurora out of follow-up range, into enemy skillshots, or away from her own ultimate area. Her ultimate should not be dropped on the first enemy seen, especially a frontline tank. R is most effective when multiple enemies are grouped, when a carry has used mobility, or when the team can immediately hit targets inside the area. Chaining every spell instantly with no read on enemy reactions allows mobile champions to dash after the first cast and dodge the rest, while long-range mages punish locked animation windows. Staggering casts lets Aurora tag with Q or E, watch for enemy responses, then commit when movement becomes predictable. After entering stealth or repositioning with W, standing still invites prediction skillshots and sweeping damage to punish her last known path. Snowball should be treated as a threat marker first, with the second cast decision based on allied distance, enemy cooldowns, and W availability rather than instantly following it into the enemy team. Decision mistakes include engaging first every fight before enemy crowd control is used, which gets Aurora pinned down before her damage reaches the right target. Her best entry is often after enemies turn their camera and cooldowns toward someone else. Ignoring wave state leads to taking trades inside enemy minions, losing safe Q angles, and giving opponents free cover. Clearing or thinning the wave before serious trades creates cleaner Q return lines and makes enemy movement easier to read. Diving the backline while allied carries are being run down may trade one kill but loses the fight when enemy divers remove her damage base first. Fighting in narrow enemy-favored zones without vision of key threats gives hook champions, burst mages, and hard engage tanks simple angles while reducing useful escape paths. Chasing one low-health enemy past their team often results in the return path disappearing as enemies turn and layer control. Treating every ultimate as a kill button instead of a fight-shaping tool wastes it when the team cannot follow, leaving no answer for the real engage. Staying low health because of overconfidence in outplay potential invites random poke or burn damage to remove her before her kit matters. The clean Aurora rule is simple: damage first, commitment second, and escape always planned. If a play has no return path, it is not an outplay but a donation with extra steps.

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FAQ

Aurora

FAQ

Is Aurora a good pick in ARAM: Mayhem? Yes, Aurora is a strong pick when your team can start fights or hold enemies in a tight area. Play her as a skirmishing mage: poke first, look for grouped targets, then commit when the enemy has already used key crowd control. The tradeoff is that she is not a pure backline artillery champion, so bad entries get punished hard. What is Aurora’s main job in a Mayhem fight? Aurora wants to soften enemies, threaten side angles, and punish teams that clump together. If your frontline forces the enemy to stand still or retreat through a narrow lane, step up and layer your damage into that moment. If you go first without backup, you usually spend your mobility just escaping instead of winning the fight. Should I build Aurora for burst or sustained damage? Build for burst when the enemy team has fragile carries and low healing, because short trades let you delete targets before they can answer. Build more sustained damage when fights are long, tanks are walking forward, or the enemy has shields and healing that survive your first combo. The tradeoff is simple: burst gives better picks, sustained damage gives better second rotations.

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