ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #168

K'Sante ARAM Mayhem Build & Best Augments

K'Sante role and playstyle: baseline role is AD fighter tank, with a core identity built around transform-based fighting. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include dash mobility. 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.

K'Sante K'Sante the Pride of Nazumah Fighter / Tank
TierT5
Rank#168
Win Rate42.97%
Pick Rate0.19%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate48.25%
Pick Rate12.14%
#2
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate43.85%
Pick Rate5.80%
#3
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate45.14%
Pick Rate4.95%

Situational itemstop 12

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

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

48.16%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.06%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

48.94%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

46.73%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

48.75%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

46.91%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

49.59%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

47.06%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

48.92%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

49.20%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

50.54%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

43.70%

Starting items

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

+350 Health

51.32%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.32%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

46.17%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

46.17%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.17%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

47.63%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

47.63%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate45.58%
Pick Rate8.33%
#2
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate47.58%
Pick Rate8.33%
#3
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

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

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

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

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

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

Win Rate47.58%
Pick Rate8.33%

Situational itemstop 12

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

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

48.97%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

43.62%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

49.52%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

47.80%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

46.21%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

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

48.08%
Protoplasm Harness Protoplasm Harness Protoplasm Harness
Total Price
2,500
Price
800

+600 Health +20 Ability Haste Lifeline (0s) Taking damage that would reduce your Health below 30% causes you to gain maximum Health for 5 seconds, then heal Health over the duration. While regenerating Health, you gain 15% increased Size, +10% Move Speed , and 25% Tenacity.

52.08%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

48.08%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

46.77%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

46.71%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

46.64%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

46.64%

Starting items

Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

45.77%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

45.77%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

45.77%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

45.71%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

45.71%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

47.11%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

47.11%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

47.11%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.57%
Pick Rate
5.63%
Games
348

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

View augment details
PrismaticT150.57%5.63%348
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
4.46%
Games
276

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

View augment details
SilverT150.00%4.46%276
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
49.10%
Pick Rate
7.15%
Games
442

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

View augment details
GoldT149.10%7.15%442
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
48.60%
Pick Rate
6.95%
Games
430

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
SilverT148.60%6.95%430
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
48.33%
Pick Rate
9.70%
Games
600

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

View augment details
SilverT148.33%9.70%600
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
47.06%
Pick Rate
4.67%
Games
289

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

View augment details
SilverT147.06%4.67%289
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.00%
Pick Rate
6.19%
Games
383

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

View augment details
PrismaticT147.00%6.19%383
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
46.35%
Pick Rate
11.75%
Games
727

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
GoldT146.35%11.75%727
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
45.78%
Pick Rate
12.46%
Games
771

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

View augment details
GoldT145.78%12.46%771
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
45.74%
Pick Rate
4.17%
Games
258

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

View augment details
SilverT145.74%4.17%258
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.64%
Pick Rate
8.89%
Games
550

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
PrismaticT145.64%8.89%550
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.51%
Pick Rate
4.87%
Games
301

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT145.51%4.87%301
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
45.10%
Pick Rate
4.12%
Games
255

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
SilverT145.10%4.12%255
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
44.96%
Pick Rate
3.85%
Games
238

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
GoldT144.96%3.85%238
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
44.95%
Pick Rate
5.29%
Games
327

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

View augment details
SilverT144.95%5.29%327
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
44.86%
Pick Rate
4.72%
Games
292

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

View augment details
GoldT144.86%4.72%292
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
44.52%
Pick Rate
4.57%
Games
283

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

View augment details
GoldT144.52%4.57%283
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
44.36%
Pick Rate
14.90%
Games
922

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
GoldT144.36%14.90%922
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
44.22%
Pick Rate
8.66%
Games
536

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

View augment details
GoldT144.22%8.66%536
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
44.16%
Pick Rate
4.43%
Games
274

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT144.16%4.43%274
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.45%
Pick Rate
4.69%
Games
290

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

View augment details
PrismaticT143.45%4.69%290
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
43.37%
Pick Rate
5.37%
Games
332

Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds.

View augment details
GoldT143.37%5.37%332
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.14%
Pick Rate
20.50%
Games
1,268

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
GoldT143.14%20.50%1,268
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.11%
Pick Rate
7.27%
Games
450

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

View augment details
PrismaticT143.11%7.27%450
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
42.97%
Pick Rate
12.30%
Games
761

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

View augment details
GoldT142.97%12.30%761
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
42.62%
Pick Rate
7.89%
Games
488

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT142.62%7.89%488
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.05%
Pick Rate
4.88%
Games
302

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

View augment details
PrismaticT142.05%4.88%302
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
41.54%
Pick Rate
15.76%
Games
975

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

View augment details
GoldT141.54%15.76%975
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.19%
Pick Rate
7.89%
Games
488

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

View augment details
PrismaticT141.19%7.89%488
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
40.59%
Pick Rate
11.59%
Games
717

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

View augment details
SilverT140.59%11.59%717
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
39.89%
Pick Rate
5.84%
Games
361

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
GoldT139.89%5.84%361
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
51.37%
Pick Rate
2.36%
Games
146

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
GoldT251.37%2.36%146
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.66%
Pick Rate
2.46%
Games
152

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
GoldT250.66%2.46%152
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.32%
Pick Rate
2.39%
Games
148

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
GoldT249.32%2.39%148
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
47.79%
Pick Rate
1.83%
Games
113

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

View augment details
GoldT247.79%1.83%113
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.42%
Pick Rate
1.57%
Games
97

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

View augment details
PrismaticT247.42%1.57%97
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.06%
Pick Rate
2.47%
Games
153

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
GoldT247.06%2.47%153
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
46.51%
Pick Rate
2.78%
Games
172

Gain 15% omnivamp .

View augment details
SilverT246.51%2.78%172
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
46.27%
Pick Rate
2.17%
Games
134

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
GoldT246.27%2.17%134
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
45.98%
Pick Rate
2.81%
Games
174

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

View augment details
GoldT245.98%2.81%174
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.63%
Pick Rate
2.59%
Games
160

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
GoldT245.63%2.59%160
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
45.00%
Pick Rate
1.94%
Games
120

Gain 2 Stat Anvils .

View augment details
SilverT245.00%1.94%120
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
44.95%
Pick Rate
1.76%
Games
109

Gain 1750 upon acquiring this augment.

View augment details
GoldT244.95%1.76%109
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.63%
Pick Rate
1.96%
Games
121

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
GoldT244.63%1.96%121
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
44.54%
Pick Rate
1.92%
Games
119

Grants 60 ability haste .

View augment details
GoldT244.54%1.92%119
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
44.16%
Pick Rate
3.73%
Games
231

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
SilverT244.16%3.73%231
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.03%
Pick Rate
2.17%
Games
134

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

View augment details
PrismaticT244.03%2.17%134
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
43.75%
Pick Rate
2.59%
Games
160

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

View augment details
SilverT243.75%2.59%160
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
43.36%
Pick Rate
1.83%
Games
113

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
GoldT243.36%1.83%113
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
43.36%
Pick Rate
2.31%
Games
143

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
GoldT243.36%2.31%143
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
43.01%
Pick Rate
3.12%
Games
193

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

View augment details
GoldT243.01%3.12%193
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
42.86%
Pick Rate
3.39%
Games
210

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

View augment details
SilverT242.86%3.39%210
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
42.72%
Pick Rate
1.67%
Games
103

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

View augment details
GoldT242.72%1.67%103
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
41.99%
Pick Rate
2.93%
Games
181

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

View augment details
SilverT241.99%2.93%181
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.88%
Pick Rate
1.89%
Games
117

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
PrismaticT241.88%1.89%117
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
40.82%
Pick Rate
2.38%
Games
147

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

View augment details
GoldT240.82%2.38%147
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.65%
Pick Rate
3.46%
Games
214

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

View augment details
PrismaticT240.65%3.46%214
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
40.00%
Pick Rate
1.78%
Games
110

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

View augment details
GoldT240.00%1.78%110
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
39.84%
Pick Rate
2.07%
Games
128

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

View augment details
SilverT239.84%2.07%128
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
39.82%
Pick Rate
1.83%
Games
113

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
GoldT239.82%1.83%113
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
39.62%
Pick Rate
1.71%
Games
106

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

View augment details
GoldT239.62%1.71%106
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
39.62%
Pick Rate
1.71%
Games
106

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

View augment details
PrismaticT239.62%1.71%106
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
38.61%
Pick Rate
1.63%
Games
101

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

View augment details
SilverT238.61%1.63%101
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
38.50%
Pick Rate
3.02%
Games
187

Grants 20% heal and shield power .

View augment details
SilverT238.50%3.02%187
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
37.38%
Pick Rate
1.73%
Games
107

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
SilverT237.38%1.73%107
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
36.60%
Pick Rate
3.14%
Games
194

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
GoldT236.60%3.14%194
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
36.57%
Pick Rate
2.17%
Games
134

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

View augment details
GoldT236.57%2.17%134
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.82%
Pick Rate
0.82%
Games
51

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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PrismaticT358.82%0.82%51
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
58.33%
Pick Rate
0.97%
Games
60

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
SilverT358.33%0.97%60
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.57%
Pick Rate
0.91%
Games
56

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

View augment details
PrismaticT353.57%0.91%56
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.44%
Pick Rate
1.33%
Games
82

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
PrismaticT352.44%1.33%82
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.58%
Pick Rate
1.54%
Games
95

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

View augment details
PrismaticT351.58%1.54%95
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.85%
Pick Rate
0.95%
Games
59

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
PrismaticT350.85%0.95%59
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
1.07%
Games
66

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

View augment details
SilverT350.00%1.07%66
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.75%
Pick Rate
1.29%
Games
80

Grants 18% armor penetration and magic penetration .

View augment details
GoldT348.75%1.29%80
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
48.39%
Pick Rate
1.00%
Games
62

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

View augment details
GoldT348.39%1.00%62
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
46.88%
Pick Rate
1.03%
Games
64

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
GoldT346.88%1.03%64
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.84%
Pick Rate
1.28%
Games
79

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
PrismaticT346.84%1.28%79
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.30%
Pick Rate
0.87%
Games
54

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
PrismaticT346.30%0.87%54
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
46.15%
Pick Rate
1.26%
Games
78

Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown).

View augment details
SilverT346.15%1.26%78
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
45.59%
Pick Rate
1.10%
Games
68

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

View augment details
GoldT345.59%1.10%68
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
45.31%
Pick Rate
1.03%
Games
64

Your heals and shields on allied champions are increased in effectiveness by 30%.

View augment details
GoldT345.31%1.03%64
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.59%
Pick Rate
1.20%
Games
74

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
PrismaticT344.59%1.20%74
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
43.86%
Pick Rate
0.92%
Games
57

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
GoldT343.86%0.92%57
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
43.86%
Pick Rate
0.92%
Games
57

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

View augment details
SilverT343.86%0.92%57
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
43.82%
Pick Rate
1.44%
Games
89

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

View augment details
SilverT343.82%1.44%89
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.18%
Pick Rate
1.42%
Games
88

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
PrismaticT343.18%1.42%88
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.86%
Pick Rate
0.91%
Games
56

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
PrismaticT342.86%0.91%56
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.31%
Pick Rate
1.26%
Games
78

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

View augment details
PrismaticT342.31%1.26%78
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.11%
Pick Rate
1.23%
Games
76

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
PrismaticT342.11%1.23%76
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
42.11%
Pick Rate
0.92%
Games
57

Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies.

View augment details
SilverT342.11%0.92%57
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
40.96%
Pick Rate
1.34%
Games
83

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
SilverT340.96%1.34%83
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
40.51%
Pick Rate
1.28%
Games
79

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT340.51%1.28%79
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
39.33%
Pick Rate
1.44%
Games
89

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

View augment details
PrismaticT339.33%1.44%89
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
34.52%
Pick Rate
1.36%
Games
84

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

View augment details
GoldT334.52%1.36%84
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
33.87%
Pick Rate
1.00%
Games
62

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

View augment details
PrismaticT333.87%1.00%62
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
27.59%
Pick Rate
1.41%
Games
87

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
SilverT327.59%1.41%87

K'Sante Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

R > Q > W > E

RWQE

R > W > Q > E or R > W > E > Q

RWEQ

R > W > Q > E or R > W > E > Q

K'Sante Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

K'Sante counters these champions in ARAM: Mayhem.

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

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

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

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

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

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

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

Tahm Kench Tahm Kench Tahm Kench T3
Tier
T3
Rank
#99
Win Rate
49.20%
Pick Rate
0.73%

Tahm Kench is a front-line protector and brawler who wins fights by standing between danger and his team. His signature pattern is simple: walk up, threaten picks with crowd control, soak damage, then use his save tools to deny the enemy’s best engage or burst window. In ARAM: Mayhem, the constant fighting makes Tahm more active than a normal slow tank. He wants short, messy skirmishes where enemies overcommit into his range and his team can hit whoever he locks down. Play him as a bodyguard when your carries are winning, or as a bully when the enemy backline steps too close. If he wastes his protection early, he can be punished hard, so patience matters. View champion guide

Read counter details

Countered By

5

K'Sante is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Lillia Lillia Lillia T1
Tier
T1
Rank
#1
Win Rate
57.84%
Pick Rate
0.75%

Lillia the Bashful Bloom is a swift AP skirmisher who wins fights by brushing enemies with repeated spell hits, building movement momentum, spreading dream dust, then turning a good angle into a multi-target sleep setup. Her fantasy is not standing still and trading; she dances at the edge of danger, tags several champions, and punishes teams that clump in the lane. In ARAM: Mayhem, Lillia feels much more fight-focused than on a normal map. The narrow bridge gives her more frequent chances to land sweeping area damage and set up teamwide follow-up, while constant brawls mean her mobility rhythm matters every wave. Snowball can create sudden entry windows for sleep setups or finishing swings, but mistiming it often drops her directly into crowd control before she can kite back out. Hextech augments amplify her identity: effects that reward repeated casting, movement, survivability, or extended combat let her keep circling fights instead of committing once and dying. The main mistake is treating her like a front-line engager; the safer pattern is to tag, drift out, wait for enemy control tools to miss, then re-enter when allies can follow the sleep. If an engage fails, reset behind the wave, rebuild spacing, and look for the next clumped fight rather than forcing a solo dive. 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

Read counter details

K'Sante Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
K'Sante K'Sante K'Sante T5
Tier
T5
Rank
#168
Win Rate
42.97%
Pick Rate
0.19%

K'Sante the Pride of Nazumah K'Sante is a tanky fighter who dances on the edge of fights, using precise positioning to isolate targets. He plays like a brawler who becomes a diving juggernaut when he transforms. In standard modes, he is known for his high mechanical ceiling and ability to lock down mobile carries. He brings a unique mix of damage mitigation, crowd control, and execute damage to a team. In ARAM: Mayhem, K'Sante thrives because the constant fighting lets him stack his passive faster and look for All Out windows more often. The single-lane format forces enemies into predictable paths, making his wall slam significantly easier to land than on Summoner's Rift. He functions as a primary engage or a strong counter-engage tool, depending on how his team needs to play the fight. His signature pattern revolves around managing his health bar as a resource. He wants to take some damage to charge his passive, then flip into All Out to chase down low-health targets with bonus attack speed and true damage. The mode's accelerated gold and experience gain helps him hit his tanky item spikes earlier, allowing him to soak skillshots for his team without falling behind. He is a strong pick for players who enjoy timing defensive cooldowns to bait enemies before turning the tables with a transformation. View champion guide

Reliable Follow-Up Damage: K'Sante sets up kills with his W displacement and R repositioning, but he lacks the burst to finish targets alone during the early stages of a fight. Counter-Engage Protection: When he goes All Out, he loses his tank stats. He needs a secondary engager or a disengage tool to prevent his team from getting run over if he dives too deep. Top Teammate Synergies

Yasuo (High Value)

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

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

Yasuo (High Value)

K'Sante's Q3 knock-up and his ultimate displacement set up Yasuo's Last Breath perfectly. In Mayhem, where Q spam is frequent, Yasuo gets constant opportunities to ult.

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

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

Malphite (High Value)

Double knock-up layering. Malphite provides the instant engagement K'Sante sometimes lacks, while K'Sante provides the sustained lockdown and isolation.

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

Varus (Medium-High Value)

Varus provides the long-range initiation K'Sante needs to close the gap. His Chain of Corruption acts as a setup tool, allowing K'Sante to walk up for his Q3 or R without using Snowball.

Ornn Ornn Ornn T3
Tier
T3
Rank
#85
Win Rate
49.54%
Pick Rate
0.57%

Ornn is a frontline tank who starts fights, soaks pressure, and turns narrow bridge space into a trap. His signature pattern is simple: slow the enemy approach, look for a knock-up angle, then punish anyone who stays too close after the engage. In ARAM: Mayhem, Ornn likes the constant brawling because teams group often and terrain pressure matters more. He is not a fast poke champion, so play around clean engages, follow-up crowd control, and durable builds that let you survive the first burst. If your team needs someone to walk forward first, Ornn is usually happy to take that job. View champion guide

Ornn (Medium Value)

The "Unstoppable" wall synergy. Ornn's Call of the Forge God sets up a massive knock-up. K'Sante can chain his own CC on top of it, creating a 3-4 second lockdown window.

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

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

Pyke (Medium Value)

Execute sharing. K'Sante is excellent at getting targets low with his All Out combo but struggles to finish them before they escape. Pyke fixes this.

K'Sante ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityA patient, defensive warden who wins by out-sustaining poke and setting up picks with Ntofo Strikes while holding the front line.An aggressive initiator who forces fights early, creating chaos by tanking burst and using All Out form as the primary win condition.Shift from passive wall to active battering ram; waiting gets punished.
All Out TransformationPlayers often hold R too long, saving the transformation for a guaranteed kill or as a last-resort finisher on low-health targets.You transform earlier to start fights, dodge burst, or chase targets who would otherwise escape with mobility augments.Treat transformation as a power spike to start fights, not just a cleanup tool.
Skill PriorityMax Ntofo Strikes first for cooldown reduction and wave control, prioritizing poke, stun setup, and survivability over mobility.Ability haste augments free you to invest in W or E depending on augments, valuing damage reduction or repositioning over Q max.Adapt skill order to augments rather than defaulting to Q max first.
Snowball UsagePrimary engage tool used to close distance and start fights when Flash is down, often leading the team's engage attempt.Blind Snowballs are riskier; use to flank, follow up teammates, or reposition, saving engage for after enemy cooldowns.Use Snowball more carefully; enemies have more escapes and burst.
Teamfight LogicStand in front to body-block skill shots, hold a line, and peel for carries against a predictable front-to-back engagement flow.Peel over engage as carries get dove from multiple angles; use All Out mobility to reach back-line threats or kite front-liners.Prioritize peeling for carries over chasing; the front line is unpredictable.

Champion Analysis

Role / Current performance

Overview

K'Sante the Pride of Nazumah is a tank-fighter who excels as a versatile frontline fighter in ARAM: Mayhem, distinguished by his unique form-switching mechanic and powerful engage capabilities. The mode's dramatically reduced cooldowns allow K'Sante to switch between forms with unprecedented frequency, making him exceptionally adaptable to any combat situation. His core identity revolves around three key elements: frontline fighting, form switching, and engage control. K'Sante's passive, All Out / All In, serves as the foundation of his gameplay. After casting his ultimate, he switches between two forms that offer distinct advantages. All Out form grants bonus damage for offensive pressure, while All In form provides bonus defense for survivability. This flexibility allows K'Sante to adapt his playstyle moment-to-moment based on whether the team needs damage output or defensive absorption. His ability kit supports a dynamic combat pattern. Ntofo Strikes, his Q ability, functions as his primary damage tool, punching forward for sustained damage through frequent use. Path Maker, his W ability, serves as his core defensive tool, granting a shield and charging forward to absorb damage while enabling engagement. Ardent Cleave, his E ability, provides a dash that deals damage and allows for flexible repositioning with frequent use in the mode. His ultimate, The Showstopper, represents his signature move and most impactful playmaking tool. He knocks up an enemy and slams them in a chosen direction, making it ideal for targeting enemy carries and isolating them for kills with teammate follow-up. Strategically, K'Sante thrives as an engage-focused frontline who can initiate fights and create opportunities for his team. His combination of shields, mobility, and displacement makes him effective at absorbing incoming damage while setting up kills on priority targets. The frequent form switching available in ARAM: Mayhem elevates his versatility beyond his standard gameplay, allowing him to seamlessly transition between offensive and defensive roles within the same engagement. His recommended builds focus on health and resistances to maximize survivability and engage potential, reinforcing his role as a durable initiator. K'Sante the Pride of Nazumah offers teams a flexible tank-fighter who can adapt to combat demands while providing reliable engage and frontline presence.

Core Tips

Long-form tips / Play pattern

Text-heavy module

K'Sante must dictate the pace of fights rather than react to them in ARAM: Mayhem, where high damage and frequent cooldowns punish passive play. Sitting back and waiting for perfect engages typically results in getting poked down. Instead, look for openings when enemy frontline champions overstep for marks or Snowballs. Use Ntofo Strikes to chip health and build passive stacks, then commit when a squishy target enters Q3 knockback range. Save the Q3 knockback for moments when teammates can follow up, then gap close with Snowball or E dash to isolate a target, flip the fight with the ultimate, and let burst-heavy allies delete them while K'Sante zones the rest. Positioning on the single-lane map requires standing at the front without lining up directly with the backline. Angle yourself to sidestep linear skillshots while still threatening Q3, and use ruined tower husks or thin side walls for cover against heavy poke. Health is a resource but not infinite, so avoid facetanking abilities just to land a Q. When the ultimate is ready, position near walls to slam targets into terrain for stuns, as enemies can often escape before full value is achieved in the open lane. Force fights near lane edges or tower ruins to maximize crowd control potential. Snowball serves as the primary gap-closer since jungle flanks do not exist. Throw it to punish immobile carries stepping up to last-hit or poke rather than randomly into groups. Landing Q3 first disorients enemies, making the incoming Snowball harder to dodge. Fly in, activate W for damage reduction and positioning, then assess whether to R a high-value target toward the team. Save Snowball for escape when getting engaged on, flying to distant minions or teammates to break enemy focus. After diving and eliminating a target, look for a Snowball onto a back minion wave to reset. When hit by heavy CC chains or burst augments, wait for CC to fade before Snowballing out to deny follow-up damage. K'Sante also serves as a bodyguard. Hold Q3 and W when enemy divers like Zed or Nocturne attack the backline, using Q3 to knock them away from carries and W to soak damage. Using R defensively removes enemy resistances and creates distance, but check positioning to avoid sending an assassin toward low-health teammates. Mayhem augments change fight approach. With crowd control-triggered effects, prioritize landing Q3 and R stuns repeatedly. For tankiness augments scaling with hits, play aggressive early to stack. With dash-triggered augments, weave E between Q casts. For execute-based augments, save Q3 or R for low enemies to trigger resets or bonuses. When ahead after skirmishes, shove waves immediately using Q to clear while saving Q3 for zoning. Take tower plates and reset rather than diving without full health and cooldowns. When defending with dead teammates, let the wave come and stall under tower, using Q to last-hit and W to block tower shots. If enemies dive, R the tankiest enemy into tower range and stun them against walls. Only dive with numbers advantage or critically low enemies, communicating targets and backing off if taking too much tower damage. Target priority focuses on disrupting the enemy backline, primarily marksmen and mages. Use Q3 to knock them toward the team or R to strip resistances. In All Out form, K'Sante gains damage and mobility but loses tankiness, so focus the highest damage threat within reach rather than chasing supports. When behind, shift from playmaker to disengager, holding Q3 to interrupt enemy dashes and using W to block engage burst.

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Playstyle Guide

Playstyle / Team structure

Play guide

K'Sante the Pride of Nazumah progresses through three distinct phases in ARAM: Mayhem, shifting from a defensive frontliner to an aggressive engage threat before settling into a careful late-game decision-maker. During the early game at levels 1 through 6, K'Sante should play like a traditional tank, starting near the front line and using Ntofo Strikes to last-hit minions while clipping enemy champions when they step up for poke. Mana management is critical, as spamming abilities off-cooldown will leave K'Sante out of mana before the first major fight. The goal is building stacks by hitting enemies, then looking for short trades with a Q3 knockback. Positioning should be centered on the bridge or slightly in front of ranged carries to block skillshots and threaten engage against overextending enemies. Snowball should be held for guaranteed follow-up, either after allies land crowd control or after landing a Q3 slow, rather than thrown randomly at long-range poke champions. Defensive augments enable more aggressive play to soak damage, while damage or utility augments encourage bullying isolated targets. Wave management depends on the matchup: push with a numbers advantage or against weak early clear, but stall near the tower and farm safely with Q against strong waveclear opponents. At levels 7 through 11, K'Sante transforms from a passive peeler into a dangerous engage threat once All-Out becomes available. The focus shifts to finding flanks and angles to isolate squishy targets, taking advantage of Mayhem's faster cooldowns or extra stats to force fights. Positioning requires hovering at the edge of enemy vision range, as standing too far back wastes engage potential while standing too far forward without backup invites poke damage. The trading rhythm involves poking with Q to apply slows and build stacks, then committing to a Q3 into R combo only when teammates can follow up, since All-Out provides damage and mobility at the cost of resistances. Snowball becomes the primary engage tool for catching priority targets and dragging them back with R. Augment power should be used to survive burst during All-Out, while mobility or haste augments help stick to targets afterward. Aggressive pushing to siege the inhibitor tower is ideal, using durability to tank shots during dives. In the late game at levels 12 and beyond, constant team fights and long death timers mean one bad engage can end the game. K'Sante must choose moments carefully, as All-Out damage is significant but no longer provides true tank durability. Staying with the team and avoiding solo face-checks is essential given Mayhem's high burst damage. Poke with Q slows approaching enemies to kite backward or set up catches, engaging only when high-value targets overextend. Snowball serves for repositioning, dodging critical abilities, or chasing down low-health enemies. Late-game augments often define the match, with defensive options supporting a frontline anchor role and offensive options enabling a bruiser playstyle to assassinate enemy carries during All-Out. When ahead, K'Sante should group and force a final fight, using R to drag an enemy for an instant kill before pushing the nexus. When behind, waiting for enemy mistakes, blocking key engage abilities with W, and peeling for damage dealers offers the best chance to turn fights.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

K'Sante's effectiveness in ARAM: Mayhem hinges on recognizing whether he is ahead or behind and adapting his playstyle accordingly. When ahead, indicated by winning the first major all-in and securing map control, K'Sante shifts from surviving to setting up dives and forcing unfair fights. The aggressive lead triggers when landing Ntofo Strikes on a squishy target, followed by using flash or Snowball to close the gap. When holding item and augment advantages, his passive damage shreds through enemy resistances, allowing him to force enemies to fight under their tower or lose the structure. When ahead, K'Sante should activate All Out immediately upon landing a wall stun or when his team lands crowd control on a priority target. The Mayhem cooldown is low enough that saving All Out is unnecessary. Augments change how leads are pressed: damage or healing augments warrant mixing in hybrid items like Sundered Sky or Spirit Visage rather than building full tank, since All Out converts health into damage. Reset or cooldown-reduction augments allow K'Sante to play like an assassin, looking for flanks and isolating carries. Throws are avoided by respecting enemy respawn timers and not diving past inhibitor towers when enemies are dead, as shutdown gold in Mayhem instantly erases leads. When closing out games, K'Sante's team relies on him to start fights rather than dancing around. He should use Snowball to force engagements and block poke shots for carries with his body and Ntofo Strikes shield, as his health pool can absorb skill shots that would kill his ADC. Dying while the team aces the enemy is a good trade; living while the team dies from waiting too long is a throw. When behind, indicated by losing the first fight badly, failing to secure a kill with All Out, or facing an anti-tank composition, K'Sante must shift from playmaker to peeler and setup tool. The critical mistake is forcing All Out transformation too early while under-leveled or under-itemized, as this removes bonus resistances and makes him squishier against fed enemy carries. Staying in base form preserves bonus resistances to survive initial burst. Path Maker should be saved exclusively for defense, blocking incoming damage or dashing away from dives. Behind players must adapt builds to pure utility and tankiness, building Thornmail against heavy healing or Knight's Vow to protect fed teammates rather than continuing damage builds hoping for resets. Snowball becomes the only reliable engage tool and should not be used to go in unless the team follows up. A well-placed wall creates zones enemies must respect, creating space for farming or taking health relics. Unrecoverable fights should be recognized before they start; if enemies have major augment or terrain advantages, letting them have a tower is preferable to giving up kills trying to save it. When behind, K'Sante cannot win 5v5 fights head-on and must look for picks on overextended targets, using patience as the primary mechanic to find windows back into the game.

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Champion Background

Lore / Identity / Text block

Background copy

K'Sante the Pride of Nazumah is a tank-fighter hybrid whose kit revolves around stacking and consuming marks through ability hits followed by basic attacks. In ARAM: Mayhem, where ability haste and damage are inflated, this passive triggers constantly, layering extra damage on every trade without requiring micromanagement. The rhythm is straightforward: hit a spell, auto-attack to detonate the mark, then repeat. This passive damage adds up quickly in early fights and helps clear waves faster, making auto-attacks between spells essential even in the first few minutes. In teamfights, the AoE from Q applies marks to multiple targets, allowing K'Sante to spread damage by auto-attacking different enemies in a cluster. Ranged champions who kite effectively can deny these procs by disengaging before K'Sante can auto-attack. Q serves as the primary damage and wave-clear tool, with the first two casts being short-range cones and the third cast being a wider slam that knocks up enemies. In Mayhem's high ability haste environment, K'Sante cycles through the three stacks rapidly, functioning as a knock-up machine. The third cast is the most reliable crowd control but has a visible wind-up that alert enemies can dodge. Missing Q3 is costly since it leaves K'Sante without lockdown for several seconds. W provides damage reduction and unstoppable status during its channel, followed by a slam that taunts enemies. This ability serves as both a defensive tool to absorb burst and an engage tool to set up combos. The taunt radius requires K'Sante to be in close range, and enemies can walk away during the channel if he holds it too long for maximum damage. Wasting W on minor poke leaves K'Sante vulnerable to all-ins in Mayhem's high-damage environment. E is a dash that grants a shield, with extended range and ally shielding when targeting a teammate. It functions as mobility, a dodge tool, and an escape mechanism. Dashing to an ally is often the best disengage option, while using E offensively without backup abilities ready can strand K'Sante in enemy territory. R transforms K'Sante from a tank into a high-damage, high-mobility fighter, sacrificing resistances for attack damage, ability haste, and life steal. In All Out form, W pulls enemies with him and E becomes a long-range dash that knocks up, enabling K'Sante to isolate and displace key targets. This transformation is powerful for executing low-health enemies or kidnapping squishy carries, but popping R at full health against a fresh enemy trades tankiness for damage that may not be necessary, making K'Sante surprisingly vulnerable to burst.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

K'Sante in ARAM: Mayhem lives and dies by how he manages his two stances, with most losses coming from forcing the All Out transformation at the wrong time or missing the key displacement that should save the team. The mistakes fall into two categories: mechanical errors and decision errors. Mechanically, whiffing Q in All Out form loses the only consistent damage and slow during the transformation window. The correct approach is treating All Out Q as a melee-range execute tool by getting on top of the target with W or Snowball first, then point-blanking Q to guarantee the hit. If two consecutive Qs miss, disengage immediately and look for a W re-engage rather than chasing on foot. Using W as a generic dash instead of a damage reduction tool leads to taking full burst damage and getting deleted before passive stacks matter. Hold W for when the enemy commits major cooldowns, using it to soak a key ability and repositioning the dash to place the shield where it absorbs the most damage. Mishandling the R displacement direction saves enemy carries and puts K'Sante out of position. Always position so the back faces the team or tower, shoving targets into allies or against walls. Canceling the E dash too early stops short of the intended position and fails to shield allies or dodge skillshots. Let the full dash complete before inputting the next action. Decision mistakes include going All Out too early in a team fight, which loses tank stats immediately and leaves K'Sante vulnerable to crowd control and burst. Start in tank form, absorb the initial wave of damage and crowd control with W and E, and only press R when a high-priority target is low, isolated, or when mobility is needed to finish a fight. Ulting the wrong target, such as the enemy frontline tank or support, wastes best kill pressure on someone who was not a threat. Save R for enemy carries or squishy damage dealers that the team can collapse on. Ignoring Snowball as a setup tool results in taking free poke damage before reaching engage range. Use Snowball to mark a target, fly in, and follow up with Q for the slow and W for the shield. Fighting in the open instead of near terrain reduces opportunities to pin enemies with W stun and R displacement. Force fights near edges or health relic spots, using walls to stun targets and cut off escape paths. Overstaying in All Out form after the target dies ends the transformation deep in enemy lines with no tank stats. Once the primary target is down, immediately assess the exit. K'Sante rewards patience. Use tank form to test the enemy, absorb pressure, and find the right angle. Save All Out for the moment to close out a kill or turn a fight, and if the window is missed, reset and wait for the next one rather than forcing a bad play.

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FAQ

K'Sante

FAQ

Is K'Sante strong in ARAM: Mayhem? He is a solid pick because Mayhem's accelerated gold and experience lets him reach his powerful item spikes faster than on Summoner's Rift. You get to play in your All Out form more often, where his damage and mobility spike dramatically. However, he still relies on proper execution and team follow-up, so he is not a free win like some dedicated ARAM stompers. What is K'Sante's main role in Mayhem? Play him as a frontline tank who transitions into a diving bruiser during fights. You start engagements by absorbing poke and crowd control for your team. Once you isolate a target and go All Out, your job shifts to chasing down squishy carries and disrupting their backline. How do I use his passive, Ntofo Strikes, effectively? Space your abilities to weave auto-attacks between them, which triggers the bonus damage and reduces your cooldowns. In All Out form, these empowered autos deal percentage health damage, making them essential for melting tanks. Do not just spam keys; rhythm matters more than raw speed.

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