ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #102

Riven ARAM Mayhem Build & Best Augments

Riven role and playstyle: baseline role is AP fighter, with a core identity built around teamfight utility and damage output. 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 stun threat, dash mobility, damage reduction. 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: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Riven Riven the Exile Fighter / Mage
TierT3
Rank#102
Win Rate49.31%
Pick Rate0.30%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate53.04%
Pick Rate4.10%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Win Rate52.67%
Pick Rate3.17%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate50.30%
Pick Rate2.24%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

50.93%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

53.85%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

54.22%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.00%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

52.04%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

54.30%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

46.61%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

56.14%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

56.48%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

59.52%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

53.36%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

53.94%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.16%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.16%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.31%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

46.31%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

53.20%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.20%

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate52.55%
Pick Rate13.00%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate49.91%
Pick Rate6.81%
#3
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

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

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

Win Rate51.95%
Pick Rate5.23%

Situational itemstop 12

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

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

51.82%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

52.45%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

51.73%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.84%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

50.74%
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.

49.53%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

51.94%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

52.94%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

51.67%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

52.75%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.67%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

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

50.83%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.90%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.90%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.71%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.71%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

54.22%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

54.22%

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

Win Rate48.83%
Pick Rate8.70%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate48.88%
Pick Rate5.39%
#3
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

Win Rate47.31%
Pick Rate4.87%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

46.14%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

47.37%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.23%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

48.89%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

49.21%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

54.17%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

42.39%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

54.20%
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%.

51.68%
Endless Hunger Endless Hunger Endless Hunger
Total Price
3,100
Price
825

+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.

57.11%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

55.06%
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.

40.21%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.21%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

46.21%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.77%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

47.77%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.46%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.46%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

46.46%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Win Rate47.27%
Pick Rate16.94%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate59.00%
Pick Rate10.27%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

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

Win Rate49.14%
Pick Rate5.44%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

52.18%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

53.84%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.95%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

52.93%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

56.75%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

52.16%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

57.51%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

55.17%
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.

51.03%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

60.91%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.16%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

60.14%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.56%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.56%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.31%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.31%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

55.14%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

55.14%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.77%
Pick Rate
6.88%
Games
511

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

View augment details
GoldT155.77%6.88%511
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.86%
Pick Rate
10.38%
Games
771

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
SilverT154.86%10.38%771
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
54.20%
Pick Rate
10.26%
Games
762

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
SilverT154.20%10.26%762
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.10%
Pick Rate
5.75%
Games
427

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
PrismaticT154.10%5.75%427
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.22%
Pick Rate
13.39%
Games
994

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

View augment details
GoldT153.22%13.39%994
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.18%
Pick Rate
6.79%
Games
504

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

View augment details
PrismaticT152.18%6.79%504
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
51.98%
Pick Rate
8.50%
Games
631

Gain 15% omnivamp .

View augment details
SilverT151.98%8.50%631
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.91%
Pick Rate
12.35%
Games
917

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT151.91%12.35%917
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
51.43%
Pick Rate
17.00%
Games
1,262

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
GoldT151.43%17.00%1,262
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
51.39%
Pick Rate
5.35%
Games
397

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

View augment details
GoldT151.39%5.35%397
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.48%
Pick Rate
5.60%
Games
416

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
PrismaticT150.48%5.60%416
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.24%
Pick Rate
5.63%
Games
418

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

View augment details
GoldT150.24%5.63%418
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
50.13%
Pick Rate
5.00%
Games
371

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
GoldT150.13%5.00%371
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.73%
Pick Rate
7.50%
Games
557

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.73%7.50%557
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
49.38%
Pick Rate
16.36%
Games
1,215

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
GoldT149.38%16.36%1,215
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
49.17%
Pick Rate
6.52%
Games
484

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

View augment details
SilverT149.17%6.52%484
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
49.14%
Pick Rate
5.48%
Games
407

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
SilverT149.14%5.48%407
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.09%
Pick Rate
4.42%
Games
328

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

View augment details
PrismaticT149.09%4.42%328
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
48.61%
Pick Rate
4.35%
Games
323

Grants 60 ability haste .

View augment details
GoldT148.61%4.35%323
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
47.62%
Pick Rate
18.69%
Games
1,388

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

View augment details
GoldT147.62%18.69%1,388
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.50%
Pick Rate
12.11%
Games
899

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

View augment details
GoldT147.50%12.11%899
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.38%
Pick Rate
5.14%
Games
382

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
GoldT147.38%5.14%382
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
47.36%
Pick Rate
9.95%
Games
739

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

View augment details
SilverT147.36%9.95%739
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.27%
Pick Rate
5.67%
Games
421

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

View augment details
SilverT147.27%5.67%421
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.04%
Pick Rate
4.55%
Games
338

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

View augment details
GoldT147.04%4.55%338
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.68%
Pick Rate
5.28%
Games
392

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

View augment details
PrismaticT146.68%5.28%392
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.44%
Pick Rate
5.82%
Games
432

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
GoldT144.44%5.82%432
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
63.41%
Pick Rate
2.21%
Games
164

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
GoldT263.41%2.21%164
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.45%
Pick Rate
2.51%
Games
186

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

View augment details
PrismaticT256.45%2.51%186
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.94%
Pick Rate
3.52%
Games
261

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

View augment details
GoldT255.94%3.52%261
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
55.80%
Pick Rate
2.44%
Games
181

Gain 1750 upon acquiring this augment.

View augment details
GoldT255.80%2.44%181
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.78%
Pick Rate
1.98%
Games
147

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
PrismaticT255.78%1.98%147
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.25%
Pick Rate
2.44%
Games
181

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

View augment details
PrismaticT255.25%2.44%181
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
54.68%
Pick Rate
1.87%
Games
139

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
SilverT254.68%1.87%139
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
54.21%
Pick Rate
2.56%
Games
190

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

View augment details
SilverT254.21%2.56%190
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.92%
Pick Rate
3.46%
Games
257

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
PrismaticT252.92%3.46%257
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
51.76%
Pick Rate
2.29%
Games
170

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

View augment details
SilverT251.76%2.29%170
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
51.42%
Pick Rate
2.86%
Games
212

Grants 50% critical strike chance .

View augment details
GoldT251.42%2.86%212
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
51.30%
Pick Rate
3.10%
Games
230

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

View augment details
GoldT251.30%3.10%230
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
2.72%
Games
202

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

View augment details
SilverT250.00%2.72%202
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
2.10%
Games
156

Increases attack damage by 20% .

View augment details
SilverT250.00%2.10%156
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.64%
Pick Rate
1.85%
Games
137

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

View augment details
GoldT249.64%1.85%137
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
48.48%
Pick Rate
3.11%
Games
231

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

View augment details
SilverT248.48%3.11%231
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.37%
Pick Rate
2.90%
Games
215

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

View augment details
SilverT248.37%2.90%215
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.30%
Pick Rate
3.96%
Games
294

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
PrismaticT248.30%3.96%294
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
47.01%
Pick Rate
3.38%
Games
251

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

View augment details
SilverT247.01%3.38%251
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.73%
Pick Rate
2.68%
Games
199

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
GoldT246.73%2.68%199
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.37%
Pick Rate
3.34%
Games
248

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

View augment details
PrismaticT246.37%3.34%248
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.27%
Pick Rate
1.80%
Games
134

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

View augment details
SilverT246.27%1.80%134
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
46.22%
Pick Rate
3.03%
Games
225

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

View augment details
GoldT246.22%3.03%225
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.07%
Pick Rate
2.40%
Games
178

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
GoldT246.07%2.40%178
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
45.83%
Pick Rate
1.94%
Games
144

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

View augment details
GoldT245.83%1.94%144
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
45.70%
Pick Rate
2.03%
Games
151

Grants 20% heal and shield power .

View augment details
SilverT245.70%2.03%151
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.59%
Pick Rate
3.66%
Games
272

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

View augment details
GoldT245.59%3.66%272
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.51%
Pick Rate
2.10%
Games
156

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
PrismaticT245.51%2.10%156
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
45.14%
Pick Rate
1.94%
Games
144

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
SilverT245.14%1.94%144
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
44.23%
Pick Rate
2.80%
Games
208

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

View augment details
GoldT244.23%2.80%208
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
44.17%
Pick Rate
2.20%
Games
163

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
GoldT244.17%2.20%163
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
44.06%
Pick Rate
2.72%
Games
202

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
GoldT244.06%2.72%202
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
43.41%
Pick Rate
1.74%
Games
129

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
GoldT243.41%1.74%129
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
40.26%
Pick Rate
2.07%
Games
154

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
GoldT240.26%2.07%154
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.11%
Pick Rate
2.38%
Games
177

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT240.11%2.38%177
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
37.69%
Pick Rate
2.68%
Games
199

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
GoldT237.69%2.68%199
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
58.33%
Pick Rate
0.81%
Games
60

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

View augment details
GoldT358.33%0.81%60
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.67%
Pick Rate
1.31%
Games
97

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
PrismaticT355.67%1.31%97
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
54.79%
Pick Rate
0.98%
Games
73

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT354.79%0.98%73
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.40%
Pick Rate
1.39%
Games
103

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
PrismaticT353.40%1.39%103
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
53.25%
Pick Rate
1.04%
Games
77

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
SilverT353.25%1.04%77
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
52.22%
Pick Rate
1.21%
Games
90

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
SilverT352.22%1.21%90
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
50.81%
Pick Rate
1.67%
Games
124

Gain 2 Stat Anvils .

View augment details
SilverT350.81%1.67%124
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.54%
Pick Rate
1.25%
Games
93

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
PrismaticT350.54%1.25%93
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.38%
Pick Rate
1.09%
Games
81

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
PrismaticT349.38%1.09%81
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
48.62%
Pick Rate
1.47%
Games
109

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

View augment details
SilverT348.62%1.47%109
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.00%
Pick Rate
1.35%
Games
100

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

View augment details
PrismaticT348.00%1.35%100
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
47.44%
Pick Rate
1.05%
Games
78

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT347.44%1.05%78
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
47.42%
Pick Rate
1.31%
Games
97

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

View augment details
GoldT347.42%1.31%97
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
47.22%
Pick Rate
1.45%
Games
108

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

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GoldT347.22%1.45%108
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.22%
Pick Rate
1.45%
Games
108

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

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GoldT347.22%1.45%108
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
47.19%
Pick Rate
1.20%
Games
89

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
SilverT347.19%1.20%89
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.45%
Pick Rate
1.48%
Games
110

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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PrismaticT345.45%1.48%110
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.45%
Pick Rate
1.04%
Games
77

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
PrismaticT345.45%1.04%77
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
44.83%
Pick Rate
1.17%
Games
87

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
GoldT344.83%1.17%87
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
44.00%
Pick Rate
1.68%
Games
125

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
GoldT344.00%1.68%125
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.84%
Pick Rate
0.98%
Games
73

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
PrismaticT343.84%0.98%73
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
43.62%
Pick Rate
1.27%
Games
94

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
SilverT343.62%1.27%94
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.43%
Pick Rate
1.33%
Games
99

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
PrismaticT343.43%1.33%99
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
43.24%
Pick Rate
1.00%
Games
74

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
GoldT343.24%1.00%74
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
42.71%
Pick Rate
1.29%
Games
96

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
GoldT342.71%1.29%96
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.35%
Pick Rate
1.14%
Games
85

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
PrismaticT342.35%1.14%85
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
41.89%
Pick Rate
1.00%
Games
74

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT341.89%1.00%74
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
40.00%
Pick Rate
0.94%
Games
70

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

View augment details
GoldT340.00%0.94%70
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
39.74%
Pick Rate
1.05%
Games
78

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
GoldT339.74%1.05%78
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
39.42%
Pick Rate
1.40%
Games
104

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT339.42%1.40%104
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
37.84%
Pick Rate
1.49%
Games
111

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

View augment details
GoldT337.84%1.49%111
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
37.33%
Pick Rate
1.01%
Games
75

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

View augment details
GoldT337.33%1.01%75
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
58.49%
Pick Rate
0.71%
Games
53

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

View augment details
GoldT458.49%0.71%53
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
56.86%
Pick Rate
0.69%
Games
51

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
GoldT456.86%0.69%51
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.92%
Pick Rate
0.70%
Games
52

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

View augment details
PrismaticT451.92%0.70%52
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
0.78%
Games
58

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

View augment details
SilverT450.00%0.78%58
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.28%
Pick Rate
0.78%
Games
58

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
GoldT448.28%0.78%58
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.17%
Pick Rate
0.71%
Games
53

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

View augment details
PrismaticT447.17%0.71%53
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
39.29%
Pick Rate
0.75%
Games
56

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
SilverT439.29%0.75%56

Riven Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

RQWE

W or crowd-control augments: R > Q > W > E only when your team can instantly punish the stun.

RQEW

Put points in R whenever it is available, max Q first, max E second, and leave W for last.

Riven Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Riven counters these champions in ARAM: Mayhem.

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

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

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. 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

5

Riven is countered by these champions in ARAM: Mayhem.

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

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

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

Vex Vex Vex T2
Tier
T2
Rank
#44
Win Rate
51.87%
Pick Rate
0.41%

Vex is a mid-range burst mage who punishes enemies for jumping in and turns one good fear into a full engage. Her job is to poke safely, hold her fear for divers or clumped targets, then follow a marked enemy with her ultimate when the fight is already tilting in her favor. Her signature pattern is simple: threaten space, wait for someone to dash or overstep, land crowd control, then burst before they can reset. In ARAM: Mayhem, constant grouped fights make that pattern stronger but riskier. Vex gets more chances to hit multiple enemies and chain into messy skirmishes, but she also has less room to hide after committing. Play patient, save your fear for the first real engage, and only dive with your ultimate when your team can follow. View champion guide

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

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Read counter details

Riven Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Highest Value Hard-lock Partner

Amumu gives Riven the thing she wants most: enemies held in place long enough for her to unload short-range damage without being kited. His engage also forces enemy carries to react to him first, which opens the second angle for Riven.

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

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

Ball Delivery And Burst Layering

Orianna turns Riven’s mobility into a delivery system. Riven wants to enter the middle of the enemy team anyway, and Orianna rewards that position with shield support, zone pressure, and a huge punish if enemies stack to stop Riven.

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

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

Protection For Deep Commits

Lulu gives Riven more room to make aggressive plays without instantly exploding. Riven already brings mobility and burst windows; Lulu adds shields, speed, and anti-dive tools that let Riven keep fighting after the first enemy response.

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

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

Forced Terrain Fights And Backline Access

Jarvan IV creates the kind of committed fight Riven likes. His engage can pin enemies in a defined area, break their formation, and make it harder for carries to kite backward forever.

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

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

Wave Control, Sustain, And Long-range Follow-up

Seraphine covers Riven’s weakest ARAM problem: reaching fights without being worn down first. Her waveclear and team shielding help Riven preserve health, while her long-range crowd control gives Riven a safe trigger to engage instead of guessing.

Riven ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityRiven acts as a timing-based skirmisher who waits for enemy crowd control, then uses Snowball or Flash to enter and unload a clean combo.She becomes a flexible chaos fighter who must read the lobby faster, deciding early whether to act as primary engager, follow-up diver, or peel bruiser.Identify your role based on augments and enemy composition before fighting.
Snowball UsageSnowball is one of her best access tools because it bypasses poke and lets her start fights from melee range reliably.A landed Snowball is information first and engage second; blindly recasting can throw you into augmented counterplay or bait from enemy tanks.Confirm the target and follow-up before committing to the Snowball recast.
Shield DisciplineValor lets her absorb poke and set up trades, providing safety during the approach and combo execution phases.Treat Valor as a recovery tool unless you know the enemy cannot punish; using it only to enter can leave you trapped against augmented damage.Save Valor for enemy retaliation unless you are certain they cannot punish.
Fight TempoTempo involves poke, wave clear, waiting for ultimates, then fighting around a Snowball hit or a mispositioned target.Pressure comes in bursts; one augment interaction or overextended carry can turn into an immediate team wipe, requiring readiness before health bars drop.Commit immediately when your team lands the first meaningful control on a carry.
Spacing and SafetyShe can hover just outside enemy spell range, threaten with Snowball, then dash in after a cooldown is missed.The danger zone is larger because augments can extend engage or damage; standing where you were safe before may get you caught before the fight begins.Use brush, side angles, and minion cover more deliberately to avoid early punishment.

Champion Analysis

Role / Current performance

Overview

Riven the Exile functions as a high-mobility melee fighter in ARAM: Mayhem, excelling through fluid blade manipulation and devastating combo potential. Her primary role centers on weaving through teamfights with extreme mobility, using her kit to engage, reposition, and lock down priority targets. Riven's identity as the Blade Dancer translates into a mechanically demanding playstyle that rewards precise execution and mastery of ability interactions. Her core advantage comes from Q, Bladesurge, which provides three dashes and damage in a single ability, serving as her primary engage and repositioning tool. This multi-cast dash system allows Riven to close gaps quickly, navigate around enemy frontline, and reach vulnerable backline targets. W, Defiant Dance, delivers an AoE stun that provides crowd control in close quarters. E, Flawless Duet, creates blade markers that stun enemies crossing between them, offering strategic zoning and additional crowd control. R, Vanguard's Edge, generates a blade wall that damages and slows enemies passing through, cutting off escape routes and controlling space in the narrow ARAM lane. Riven's strategic value hinges on executing fluid combos. The QWE combo uses Q dashes to approach, W for stun, and E for blade stun, chaining crowd control to lock down targets. Players must master the Q reset mechanic on low-health targets to maximize damage output. The R blade wall serves dual purposes: dealing AoE damage and slowing enemies while zoning the backline and cutting off escape paths. E blade stun placement requires strategic positioning in teamfights to achieve maximum stun coverage, rewarding players who anticipate enemy movement. Her strengths include Q's three dashes for mobility, W's AoE stun, E's blade stun for zoning, and flexible combo potential that adapts to fight conditions. However, Riven carries significant weaknesses. She has high mechanical difficulty, requiring precise execution to function effectively. She is fragile and lacks built-in sustain, making her vulnerable to burst damage and poke. Her effectiveness depends heavily on player skill, and mistakes in combo execution can leave her stranded without escape options. In practical terms, Riven offers teams a mobile engage fighter capable of disrupting enemy formations and isolating targets through chained crowd control. Her ability to dash through frontline and threaten backline carries makes her valuable for forcing enemy repositioning. However, her fragility and execution demands mean she performs best when players commit to mastering her combo rhythms and understand when to engage versus when to disengage. Riven the Exile rewards dedicated practice with high outplay potential and teamfight impact.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Riven wins Mayhem fights by choosing the first two seconds well. Rather than walking straight down the lane looking for a full combo into five champions, use the narrow bridge to threaten from side angles, broken minion waves, brush, and Snowball marks. When the enemy wastes key crowd control on your frontline or minions, that is the signal to dash in, force shields and flashes, then either finish with Wind Slash or back out before return damage lands. Start fights from fog or behind minions, as Riven becomes far more threatening when enemies cannot see whether you are holding mobility. Stand just outside poke range, let your team show first, then enter after the enemy throws bindings, stuns, hooks, or displacements. Engaging while those tools are ready usually means spending every dash just reaching the fight with nothing left to dodge. Do not open with every dash unless the target is already trapped. Use one movement spell to close, test their reaction, then decide. If they flash, dash away and take the cooldown win. If they stand still or get hit by allied crowd control, commit the rest of the combo. Cast your ultimate before the fight becomes messy. Riven often loses damage when activating late, after mobility is spent and kiting begins. If you see a real engage angle, empower first, then go. Layer crowd control instead of stacking it randomly. If your tank lands a knock-up, hook, root, or stun, enter right after the enemy's first escape attempt. Riven excels when enemies dive too far. If an assassin or bruiser jumps onto your carry, turn immediately instead of chasing their backline. Hold your stun for the second body, not always the first, as many fights start with one champion baiting while real damage follows. Fight inside your team's damage zone, stepping backward as you trade to make enemies chase through traps, marks, artillery, and minion aggro. Always keep one movement option if the kill is not free. Retreat diagonally rather than straight back, as the narrow bridge makes linear retreats easy to hit with skillshots. Use minions as cover during disengage, waiting until enemies actually commit damage or crowd control before shielding. Play at the edge of threat range, not in the middle of poke range. Use brush to break targeting habits, entering after clearing a wave to punish enemies who walk up to ward or check. Avoid lining up with your own backline so enemies must choose between aiming at Riven or the damage dealers behind her. Kill immobile carries when their peel is down. Do not tunnel tanks unless they are isolated or low. Assassins become priority targets when they enter your half of the lane after using mobility to go forward. Snowball works best as a second engage, not a blind first engage. Take it only if you know your exit or your kill, checking whether the marked target is close to your team's damage, whether peel tools are down, and whether you have mobility after arrival. When behind, stop being the first body in. Punish overextension, protect carries, and clean up low-health targets. Trade cooldowns rather than health bars by stepping up to threaten, baiting crowd control, then backing off. Take small wins seriously, as Riven scales through cleaner fight entries rather than coin-flipping every spawn.

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Playstyle Guide

Playstyle / Team structure

Play guide

Riven the Exile thrives in ARAM: Mayhem by controlling angles and timing her entry rather than walking directly into enemy fire. At early levels, she should start slightly behind the front line or beside the minion wave, using side brush when available. She takes short trades only when enemies misposition, miss key spells, or get slowed by teammates, then exits before the backline can turn. Snowball serves as a clean engage tool, not random poke, and holding the recast often creates more pressure than forcing a bad dive. Early augment choices should prioritize durability, shielding, or reset-style power when facing poke or lockdown, while damage options suit fragile teams with limited peel. Riven pushes when her team has safe wave clear and stalls when outranged, preserving health to threaten all-ins and tracking enemy peel spells. Mid game is Riven's most important stage. She must enter from side angles or fog rather than front-walking into five champions. If another engager exists, she follows immediately; if she is the only engage, she waits behind the wave for enemy spells to miss. She baits out crowd control and defensive spells before committing real engages. Snowball should start winning fights or bypass front lines onto carries, always checking if teammates can follow and whether peel support has been spent. Augments shape her role: combat-stay augments favor entering after the first spell wave, burst augments require saving combos for killable targets, and defensive augments absorb counterattacks before exiting sideways. When ahead, she acts as a gatekeeper, standing between enemy carries and the wave while forcing defensive spell usage. When behind, she stops starting fair fights from the front, instead hiding in brush and punishing overextensions or peeling divers for her backline. Late game demands patience because death timers and damage are punishing. Riven cannot face-check or front-walk casually. She plays from brush, behind her frontline, or on side angles close enough to punish carries but far enough to avoid getting locked down first. Her threat often outweighs her chip damage, so she walks up to force carries backward and let her team take space. Snowball becomes fight-deciding, used to punish isolated carries or follow teammate crowd control, never taken solo if the team cannot follow. Defensive augments must activate before counter-burst traps her, damage augments save for priority targets, and mobility augments shine after securing kills. When ahead, she chokes the lane by standing near enemy escape paths and forcing carries away from the wave rather than throwing leads on flashy engages. When behind, her best chance is counter-engage or brush picks, collapsing on overcommits or killing divers first to create numbers advantages. Before every late fight, Riven commits to one job: dive the carry, follow engage, or peel the backline. She wins late by choosing the right moment, not by being the first champion seen.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Riven's strengths and weaknesses in ARAM: Mayhem revolve around her ability to convert leads into controlled pressure and her vulnerability when forced to engage without advantages. When ahead, Riven transitions from a brawler into a gatekeeper who controls space by threatening engage angles and forcing enemies to spend movement tools before she commits. Her strength lies in making enemy carries choose between retreating into her team or moving sideways into her engage. She should wait for enemies to use mobility spells, cleanse effects, or defensive buttons before committing her full combo, avoiding waste into tools meant to stop her. Augments significantly shift Riven's play patterns. Defensive augments allow her to absorb the first poke or peel tool and re-enter, but this is not permission to 1v5. Mobility augments enable wider positioning near brush edges, forcing enemies to track multiple threat angles. Damage augments should be saved for targets who cannot answer, not wasted on shielded tanks. Ability uptime augments support shorter, repeated trades rather than one oversized engage. Common ahead throws include starting fights while follow-up is clearing waves, taking Snowball onto bad targets surrounded by ready enemies, spending all movement before enemy peel appears, and ignoring death timers while standing alone near the enemy side. Fed Riven loses games by chasing low-health targets while her carries get collapsed on behind her. When behind, Riven cannot brute-force the lane. Her value comes from disruption and cleanup until items or augments enable kill pressure. She must stabilize by playing behind minions or terrain, preserving health to punish mistakes, and waiting for crowd control to be used on teammates before engaging. Behind Riven needs unfair fights with separated carries or missing defensive tools, not fair fights into grouped enemies. Snowball serves as a test rather than a promise. Marks on carries near weak peel are follow opportunities; marks on tanks surrounded by control should be let expire. Counter-engage against divers often works better than starting fights, trapping enemy forward pieces in team damage. Cleanup angles after poke lands let behind Riven finish targets already chunked by teammates. Augments solve specific behind problems. Defensive options help survive long enough for team follow-up. Mobility augments enable side-angle pressure that pulls peel cooldowns. Damage augments should punish fights already in progress, not test into full-health targets. Cooldown flow augments support two-part fights where first contact forces reactions and second contact wins. Recovery rules include preserving health before relic fights, not chasing kills past the damage line, protecting the highest-damage ally when direct access is impossible, and accepting partial wins such as forcing flashes or stopping dives rather than forcing final kills into ready opponents. Behind Riven wins through patience and disciplined target selection, not desperation engages.

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Champion Background

Lore / Identity / Text block

Background copy

Riven the Exile is defined by her passive, Runic Blade, which stores empowered basic attacks after casting abilities. This mechanic transforms her from a button-masher into a real threat in Mayhem, where fights become messy fast. The passive serves as the glue between every spell cast, and the practical rule is simple: do not dump every spell without weaving autos unless forced to escape or finish a target immediately. If enemies kite back behind minions or apply crowd control, you may have charges but no safe way to spend them. In early brawls, take short trades around your shield and stun, then back off. Chasing too long just to spend one more passive hit invites punishment from ranged champions before your next rotation. Broken Wings is Riven's main damage and movement spell, featuring a knock-up on the final cast. In Mayhem's narrow lane, use Q to dance around, dodge skillshots, and keep passive autos moving. Saving one Q cast for repositioning is often better than spending all casts for damage at the start. The final Q is a major decision point in teamfights, used to interrupt a carry, disrupt a diver, or hop to a safer angle. Wasting Q leaves Riven stranded, giving the enemy backline a free window to punish her. Ki Burst is a short-range area stun best used when enemies are already inside Riven's threat range. In Mayhem's tight clumps, it punishes grouped enemies effectively. Do not save it forever for a perfect multi-target stun; stunning one priority target at the right moment is enough. Walk-up W without cover is predictable and easy to punish, so pair it with Q, E, or allied engage. In teamfights, W can start burst on a carry or peel an assassin off your own backline. Valor is Riven's dash and shield, her best defensive tool that also enables aggressive spacing. In Mayhem, where burst arrives from several angles, E should not be spent casually just to move faster. The shield's value depends on timing; shielding before major damage lands is strong, while shielding after you are already controlled is wasted. E decides whether Riven gets a second rotation in teamfights, and wasting it is often fatal since she cannot safely cross space or escape after a failed engage. Riven's ultimate empowers her combat form and grants Wind Slash, a finishing attack for executing damaged enemies. Activate R before the fight fully starts if you know you are going in, as waiting until you are stunned can waste the empowered window. Wind Slash is strongest when enemies are already low or unable to dodge, so use crowd control or choke-point pressure to make the cast reliable. Do not hold Wind Slash until the target is completely out of reach; cast when the enemy is low enough and still inside a predictable path. If the enemy carry is protected, use ultimate damage to clean the frontline and reset the fight instead of diving into certain death.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Riven in ARAM: Mayhem punishes sloppy hands and greedy decisions harder than most bruisers. She appears unstoppable when chaining movement, shield timing, crowd control, and execute damage cleanly, but looks useless when spending every dash just to arrive, getting controlled with no shield left, and dying before the second half of the fight starts. Mechanical mistakes frequently cost fights. Burning all Broken Wings casts just to close distance leaves Riven with no reposition, no knock-up pressure, and no way to continue hitting if the target escapes. Saving at least one cast for after contact preserves options when enemy carries still have mobility or supports wait to interrupt. Using Valor only as a forward dash wastes the shield before enemy damage lands, inviting punishment while the escape tool is gone. Treat Valor as both movement and damage prevention, dashing forward only when the enemy's main punish spell has missed, is blocked by minions, or committed elsewhere. Stunning with Ki Burst before reaching the priority target hits unimportant targets and gives carries a free window to kite. Confirm position before pressing the stun, and if it whiffs, instantly change goals to the closest safe target or back out. Casting Blade of the Exile too late loses threat and finishing power during the window where enemies are grouped and vulnerable. Activate before the committed fight so the first rotation benefits from it. Throwing Wind Slash at the first damaged champion seen often results in survival and lost execute pressure. Wait until targets are low enough or trapped enough that they cannot sidestep, dash away, or be shielded through it. Mashing spells without weaving attacks reduces burst and leaves Riven out of actions before enemies die. When targets are controlled or forced into melee range, weave attacks between abilities. Taking Snowball and instantly recasting into five enemies without checking cooldowns results in arriving before shield, stun, or ultimate setup is ready. Decision mistakes prove equally costly. Starting every fight by diving the backline alone allows enemies to save crowd control while the team cannot reach fast enough. Ask what the job is in each specific fight, following another engager's control or peeling for backline first. Ignoring enemy hard crowd control because of purchased durability still results in getting locked down during dash chains. Track the spells that actually stop Riven and go in after one is used on the frontline. Fighting deep while the minion wave is gone loses retreat space and gives enemy poke clean angles. Use the wave as a timing signal for threatening forward trades. Chasing low-health champions past the enemy team trades Riven's life for a target that may not die while enemies collapse on the backline. Only chase when a quick kill and exit are possible. Building only for damage when the team needs someone to survive first contact results in being controlled and killed before a second rotation. Match setup to the lobby, valuing durability when the team lacks frontline. Treating every enemy frontline as a waste of time causes tunneling on unreachable carries while tanks walk through the team for free. Hit the frontline when they are the only safe target. Staying on the map at low health because Riven has shields and mobility means one stray poke spell removes the chance to fight properly. The clean Riven game is about entering with purpose, keeping one tool for the punish window, and changing jobs when the fight changes. If a mistake happens, stabilize first. Riven can still win the next rotation, but only if you stop donating the current one.

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FAQ

Riven

FAQ

Is Riven a good pick in ARAM: Mayhem? Yes, if you are comfortable creating your own openings instead of waiting for a perfect engage. Pick Riven when your team has at least one other source of crowd control or poke to make enemies spend mobility before you go in. The tradeoff is that she can look useless if you dash first into five ready opponents and have no way to reset the fight. What is Riven trying to do in fights? Riven wants to enter after key enemy tools are down, burst a priority target, then use shields and short movement to keep fighting or escape. If the enemy backline is exposed, go fast and force them to react; if they are stacked with peel, hit the frontline until someone mispositions. The tradeoff is patience: waiting two seconds can win the fight, but waiting too long lets your team get poked out. Should I use Snowball on Riven? Yes, Snowball is usually one of Riven’s best ways to reach the target she actually wants. Throw it when the enemy carry has already used a dash, cleanse-style tool, or defensive spell, then follow only if your team can move with you. The tradeoff is obvious: a bad Snowball turns Riven from a flanker into a delivery system for enemy crowd control.

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