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ARAM Mayhem: News, Tips and More

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It’s ARAM Mayhem Time Baby!

This is a WIP article!

On Patch 25.21, Riot Games’ is releasing a brand new game mode called ARAM Mayhem. This game mode is a 5v5 where players pick augments as the game develops and these augments are used to empower their champions. You can choose from a variety of different augments, and each is unique.

Before we begin, all data in this article is from the PBE, so the numbers may change by the time they hit live servers. Lots of the information (including data) is from this thread.

When Does ARAM Mayhem Come Out?

ARAM Mayhem will be released on patch 25.21. You should expect to see it hit the live servers shortly after the 21st of October.

Augments, Augments, Augments

You will start each match with one augment. You can then pick up more augments as the game develops. These augments are available at levels 7, 11 and 15. You will choose your augments the next time you die.

Many of the augments can be found in other game modes, such as Arena Mode, while others are completely new.

There are also 3 tiers to augment, each being stronger than the last. There are a lot of augments to choose from, but here’s a list of them…

Silver Augments

ADAPt: convert 167% AD to AP, and gain 15% AP.

Adamant: each time you immobilize or ground an enemy, gain (2-10) resists for 10s, stacking up to 10 times.

Blunt Force: gain 15% AD.

Buff Buddies: gain Red Buff and Blue Buff.

Deft: gain 60% AS.

Dive Bomber: when you die, explode for 20% max health true damage to nearby enemies.

Don’t Blink: gain 1% bonus damage per 10 move speed more than the target.

Erosion: damaging enemies shreds 1.5% resists for 4s, max 30% at 20 stacks.

Escape Plan: gain (65% tHP) decaying shield, 150% decaying MS, and a decaying shrink effect upon reaching 35% health (75s cooldown).

Fetch: gain 40% MS toward enemies marked by Snowball for 3s, and you can pick up an ally’s Snowball to refresh your own.

First Aid Kit: gain 20% HSP.

Flash 2: gain a second Flash summoner spell.

Flashbang: Flashing causes an explosion that deals (70-240 +60% AP +70% tAD) damage within 300 range and slows by 35% for 1.25s, and Flash resets every death.

Frost Wraith: autocast: root enemies within 450 range for 1.25s every 6.5s.

Goredrink: gain 15% ovamp.

Guilty Pleasure: immobilizing or grounding enemy champions restores (10-150 +1.5% tHP) health.

Hat on a Hat: Headwear items and Hats give 15 AP and 8 MR, while Cappa Juice gives 8 AP and 4 MR.

Heavy Hitter: your attacks deal additional (3.5% tHP) physical damage.

Homeguard: gain 100% MS, disabled for 3s after taking damage.

Ice Cold: your slowing effects reduce MS by an extra 100.

Infernal Soul: gain the Infernal Soul.

Leg Day: gain 50 MS and 40% slow resist.

Light ’em Up: every 4th attack deals (11-80 +35% bAD +19% AP) magic damage.

Mighty Shield: gain (40-100) adaptive force for 3s when you gain a shield (5s cooldown).

Mind to Matter: gain (50% total mana) health.

Mountain Soul: gain the Mountain Soul.

Ocean Soul: gain the Ocean Soul.

Poltergeist: gain the Poltergeist summoner spell, casting Barrier and Ghost (110-440 shield, 30% speed, there’s a duration value of 5s but unsure if it’s used for both of them).

ReEnergize: your Energized charges are fully refunded if the target is not the same as your previous, and Energized attacks deal an additional 10% target current health magic damage.

Repulsor: on dropping below 60% health and 30% health, nearby enemies are knocked back.

Scoped Weapons: gain 75 attack range, or 50 if ranged.

Self Destruct: after exiting a hexgate, tunnel, or portal, attach a bomb to you, which explodes after 5s to deal 20% max health true damage to enemies and knocking them up for 0.75s

Shadow Runner: after using a dash, leap, blink, or teleport ability or exiting stealth, gain 300 MS for 2s.

Slap Around: each time you immobilize or ground an enemy, gain a stack of 10 adaptive force, but lose 50% stacks on death.

Sonic Boom: buffing, healing, or shielding your ally deals (30-150) true damage to enemies within 450 units around them and slows by 30% for 2s (2s cooldown).

Spin to Win: your “spin” abilities gain 30 AH and deal 30% more damage.

Swift and Safe: gain (100-450 +40% AP +100% bAD) shield for 3s after a dash or blink (5s cooldown).

Tank It or Leave It: gain 25% crit chance, and you can critically defend using your crit chance (max 50% chance), giving you a chance to reduce damage taken by 20%.

The Brutalizer: gain 20 AD, 10 AH, and 5 lethality.

Tormentor: immobilizing or grounding enemy champions applies a Burn, dealing 0.8% max health per second for 5s, stacking infinitely.

Transmute: Gold: gain a random Gold augment.

Typhoon: your attacks fire a bolt at an additional target that deals (30% tAD) physical damage and applies onhit effects.

Ultimate Unstoppable: after using your ultimate, become immune to CC for 3s (8s cooldown).

Upgrade Cutlass: reduce Spectral Cutlass and Lifeline’s cooldown to 30s, and when active, gain 15% damage amp.

Upgrade Immolate: gain 250 gold, and Hollow Radiance and Sunfire Aegis grant 10 gold per tick per target affected by Immolate.

Upgrade Zhonya’s: reduce Zhonya’s Hourglass cooldown to 90s, and you can now move while in stasis from Zhonya’s Hourglass, Seeker’s Armguard, or Wooglet’s Witchcap.

Upgrade Collector: gain 250 gold, and executing enemies with The Collector’s passive increases the execute threshold by 0.25% and grants 50 additional gold.

Veil of Warding: gain a spellshield that blocks the next enemy ability (15s cooldown).

Virtuous Cycle: your heals grant an extra 20% shield for 5s and your shields grant an extra 20% heal.

Wind Beneath Blade: gain 1.5 MS from every 1 flat arpen (i.e. lethality) and mpen, and 5 MS for every 10% percent arpen and mpen.

Witchful Thinking: gain (20-80) AP.

escAPADe: convert 60% AP to AD and gain 15% AD.

Nunu Aram mayhem

Gold Augments

All for You: your heals and shields are 30% stronger on allies.

Apex Inventor: gain 100 item haste.

Big Brain: gain (100% AP) shielding, resetting on death.

Bread and Butter: gain 100 Q haste.

Bread and Cheese: gain 100 E haste.

Bread and Jam: gain 100 W haste.

Bread Sandwich: by collecting all three “Bread” augments: “You have become all that is feared, you have become the ultimate in food science. Men cry out for more toppings, and you whisper ‘No’. Gain 250 Ultimate Haste, and an additional 50 Q, W, and E haste.”.

Celestial Body: gain 1250 health, but deal 10% less damage.

Cheating: press Recall to return to base, buy items, and acquire augments.

Critical Healing: gain 25% crit chance, and your heals and shields can critically strike for 40% bonus amount.

Critical Rhythm: gain 25% crit chance, and your crits grant 6% AS for 6s, stacking up to 60% at 10 stacks.

Dawnbringer’s Resolve: upon dropping below 50% health, heal for 30% tHP over 3s (45s cooldown, refreshed on death).

Demon’s Dance: gain the Fleet Footwork and Grasp of the Undying keystones.

Divine Intervention: 15s into combat, call upon a protective star that slowly descends upon you over 2.5s, and upon landing grants you and nearby allies invulnerability for 2.5s (35s cooldown).

Ethereal Weapon: your abilities apply onhit effects (1s cooldown per target).

Executioner: deal 10% bonus damage to enemies below 30% health, and reset your basic abilities on takedown.

Firebrand: your attacks burn enemies, dealing 0.4% max health magic damage over 5s, stacking infinitely.

Flashy: your Flash has 3 ammo and 2s cooldown, with 180s ammo recharge time (unsure if this applies summoner haste or not).

From Beginning to End: gain the First Strike and Dark Harvest keystones.

Get Excited: gain 100% MS and 15% AS for 4s on takedown.

Holy Fire: healing or shielding applies an infinitely stacking burn to a nearby enemy within 650 units, dealing 1%-4% max health magic damage over 5s based on the relative side of the heal or shield to the max health of the champion being aided (1.5s cooldown).

Impassable: gain the Aftershock and Glacial Augment keystones.

It’s Critical: gain 50% crit chance.

It’s Killing Time: after casting your Ultimate, mark all enemy champions for death, storing 40% of damage dealt to them, and detonating for the stored damage after 5s (8s cooldown).

Keystone Conjurer: gain the Summon Aery and Arcane Comet keystones.

Lightning Strikes: gain 20% total AS, at 4.0 AS, gain 40 onhit magic damage.

Magic Missile: dealing damage with an ability fires 3 magic missiles at each enemy hit, each dealing 0.33%-1% max health true damage at 0-1000 distance traveled (6s cooldown).

Marksmage: your attacks deal an additional (75% AP) physical damage.

Minionmancer: your summons gain 40% increased size, health, and damage.

Nightstalking: takedowns against enemy champions within 3s of damaging them grants you invisibility for 1.5s.

Ok Boomerang: autocast a boomerang at a nearby enemy every 10s, dealing (40-200 +30% bAD +20% AP) adaptive damage.

Outlaw’s Grit: after using a dash, leap, blink, or teleport ability, gain 12 resists for 15s, stacking up to 5 times.

Overflow: your mana costs are doubled, but your ability heals, shields, and damage are (10% +0.5%% total mana) more effective.

Perseverance: gain 800% base HP5, increased to 1600% below 25% health.

Quest: Steel Your Heart: requirement: possess Heartsteel with 350+ stacks, reward: multiply your Heartsteel stacks by 3.

Rabble Rousing: using an ability heals for (5-60 +1% tHP).

Recursion: gain 60 AH.

Restless Restoration: you restore (20-120 +2% tHP) health per 1000 distance travelled.

Scopier Weapons: gain 200 attack range if melee, or 100 if ranged.

Searing Dawn: your abilities mark enemies, causing them to take an additional (40-200) magic damage from your ally’s next attack or ability.

Shrink Ray: your attacks reduce an enemy’s damage by 15% for 3s.

Skilled Sniper: hitting an enemy with a non-ultimate ability at over 700 range refunds 80% cooldown (65% for periodic abilities).

Slow and Steady: your AS becomes 0.625, and gain (75% bAS) AD.

Snowball Upgrade: gain 100 haste on your Snowball, and hitting a target with it reveals an area, slowing enemies by (40% +6%% AP) for 2s and dealing (100 +120% AP +200% bAD) magic damage over the duration.

Soul Siphon: gain 25% crit chance and 12% LS on crits.

Spiritual Purification: on champion takedown, the area around them explodes, dealing 15% current health (it doesn’t say the damage type) and slowing by 60% for 1.5s.

Tank Engine: on takedown, gain a stack that grants 5% increased size and 5% max health, but lose 65% of stacks on death.

Thread the Needle: gain 18% arpen and mpen.

Transmute: Prismatic: gain a random Prismatic augment.

Twice Thrice: every third attack, your onhit effects trigger a second time.

Upgrade Hubris: gain 250 gold, and on takedown, Hubris restores (2.5% tHP +0.5% per Hubris stack missing HP), and grants (10 +5 per Hubris stack) MS for the Hubris buff duration.

Upgrade Infinity Edge: gain 500 gold and 25% crit chance, and having Infinity Edge allows your crits to deal random bonus crit damage, scaling up to 50% of your crit chance.

Upgrade Sheen: gain 250 gold, and your Spellblade effects deal additional 4% target max health physical damage and heal you for 3.5% max health.

Vampirism: you cannot be healed by allies or gain any health regen, but gain 30% ovamp.

Vulnerability: gain 25% crit chance, and your item and damage over time effects can crit for 145% damage.

With Haste: gain (100% AH) MS.

ARAM Mayhem Augments

Prismatic Augments

Baby Kitty: standing next to an ally marks them as your mama, gain 37.5% MS when moving towards Mama (1500 range), as well as 75% MS and 50% HSP when close to your mama (400 range).

Back to Basics: your ultimate ability is sealed, but you gain 35% ability damage, healing, shielding, and 70 AH.

Biggest Snowball Ever: gain 100 ability haste on Snowball, your Snowball becomes BIG, passing through minions, slowing by 20% for 2s, knocking up for 0.75s, and dealing additional (200-350 +60% AP +100% bAD) magic damage (if you don’t have one, gain a Snowball).

Blade Waltz: gain the Blade Waltz summoner spell, making you untargetable while you dash at and deal (30-150 +10% bAD +6% AP) damage to enemies 5 times (50% onhit damage).

Can’t Touch This: casting your ultimate makes you invulnerable for 2s (8s cooldown).

Circle of Death: healing and healing regen you do deals 70% of the value as magic damage to the nearest enemy champion within 1000 range.

Clown College: gain the following:

  • Backstab passive, dealing (20-35 +35% AP +50% bAD) bonus physical damage when striking from behind
  • Deceive summoner spell, teleporting and becoming invisible for 3s and granting your next attack while invisible additional (100 +150% bAD +55% AP) physical damage, and critting for 155% (+bonus crit damage) if striking from behind
  • On death, deal 25% max health true damage around you and fear for 1s.

Courage of the Colossus: gain (100-300 +4% tHP) shield after immobilizing or grounding an enemy champion.

Cruelty: on immobilizing or grounding an enemy champion, summon a comet above them, which lands after 1s and deals (50-150 +40% AP +4% tHP) magic damage in the area (6s per-spell cooldown).

Dashing: your dash, leap, blink, or teleport abilities gain 175 AH.

Draw Your Sword: you are now melee (200 range), gain 35% AD, 35% HP, 25% AS, 25% LS, and 25% MS (each further increased based on attack range lost).

Dual Wield: gain 25% total AS, and when you attack, fire a secondary bolt that deals (40% tAD) physical damage and applies your onhits at 40%.

Empyrean Promise: gain 10% HSP, gain the Empyrean Promise summoner spell, which teleports to an ally and grants them (100-250 +100% AP +10% bHP) shield for 3s after landing.

Eureka: gain (30% AP) AH.

Fan the Hammer: when you attack, fire 5 additional bolts that each deal (10-52.5 +15% bAD) physical damage, increased up to 50% with distance traveled (max damage at 750 distance, each cardinal direction has a 15s cooldown, and each bolt can crit and apply onhits at 20%).

Feel the Burn: gain the Feel the Burn summoner spell, casting Ignite and Exhaust on all nearby enemy champions.

Fey Magic: damaging with your ultimate polymorphs enemies for 2s (15s cooldown).

Final Form: after casting your ultimate, gain (50% tHP) shield, 20% ovamp, 30% MS for 10s (20s cooldown).

Gash: attacks apply true damage onhit: (20-40 +25% bonus armor) if melee, or (10-20 +20% bonus armor) if ranged.

Giant Slayer: become tiny, gaining 30% MS and dealing 10%-30% bonus damage to champions based on how much larger they are than you.

Glass Cannon: reduce max health by 30% and deal extra 12% damage as true damage.

Goldrend: damaging a champion with attacks or abilities deals an additional (50-150 +20% AP +40% bAD) magic damage, grants 15 gold and 25% MS for 1.5s (30s cooldown per champion).

Goliath: become large, gaining 35% health and 15% adaptive force.

Infernal Conduit: your abilities apply an infinitely stacking burn, dealing magic damage per second for 3s, and all your burn effects lower your basic ability cooldowns by 0.08s when they damage enemies.

Jeweled Gauntlet: gain (25% +4.5% AP) crit chance, and your abilities can critically strike for 145% total damage.

King Me: the first time you take the enemy transport with a Legendary item, you become Kinged, upgrading your item and gaining a random Prismatic augment.

Laser Heal: gain the Laser Heal summoner spell, which casts a healing laser for 2.5s, allies heal for (100-380 +70% AP +50% bHP), enemies take (50-300 +50% AP) magic damage and 20% slow.

Mad Scientist: on each revive, you either grow large (gaining 30% adaptive force and 20% health) or tiny (gaining 70 AH and 40% MS).

Master of Duality: your attacks grant you (6-18) AP and your abilities grant you (3-9) AD for 6s, stacking infinitely.

Mystic Punch: onhit reduce the cooldown of your basic abilities by 15% remaining cooldown (min 0.5s).

Ominous Pact: gain 75-150 AP, 50% MS, and up to 20% ovamp at 70% missing health, but spell casts cost 5% of your current health.

Omni Soul: gain 3 random dragon souls.

Protein Shake: gain (10% +20% bonus resists) HSP.

Quantum Computing: every 30s autocast a massive slash around you, dealing (200-350 +65% bAD +40% AP) physical damage, enemies in the outer half are slowed by 80% decaying over 2s, take an additional (10% +2.5% bAD +1.6% AP +0.1% bHP)% max health physical damage, and heal you for X% champion damage dealt.

Quest: Sneakerhead: do the following quests for a super reward:

  • Quest 1: attack 25 times with Berserker’s Greaves
  • Quest 2: run 300 steps with Boots of Swiftness
  • Quest 3: cast 20 spells with Ionian Boots of Lucidity
    Quest 4: be CC’d 5 times with Mercury’s Treads
  • Quest 5: reduce 400 attack damage with Plated Steelcaps
  • Quest 6: deal 1500 spell damage with Sorcerer’s Shoes

Quest: Urf’s Champion: requirement: score 22 takedowns, reward: Golden Spatula.

Quest: Wooglet’s Witchcap: immediate: gain Needlessly Large Rod, requirement: possess Rabadon’s Deathcap and Zhonya’s Hourglass, reward: gain Wooglet’s Witchcap.

Scopiest Weapons: gain 250 attack range if melee, or 150 if ranged.

Slow Cooker: every second, apply an infinitely stacking burn to nearby enemy champions, dealing magic damage per second for 3s.

Snowball Roulette: after dashing with Snowball, cast a random beneficial Summoner Spell on yourself, or a harmful one on your target (if you don’t have one, gain a Snowball).

Symphony of War: gain the Lethal Tempo and Conqueror keystones.

Tap Dancer: your attacks grant 10 MS for 5s, stacking infinitely, and gain (1% tMS) AS.

Transmute: Chaos: gain 2 random augments (30% chance for silver, 70% chance for gold).

Ultimate Awakening: after using your ultimate, reset all your basic ability cooldowns (10s cooldown).

Ultimate Revolution: refresh your ultimate after casting it (75s cooldown, reset on death).

Upgrade Mikael’s Blessing: gain 1000 gold, reduce Mikael’s Blessing cooldown to 60s, and Mikael’s active unleashes a wave to all nearby allies, cleansing them, healing for (150-450 +50% AP), and granting 65% tenacity for 3s.

Windspeaker’s Blessing: your healing and shielding also increases the target’s resists by (30-60) for 3s.

Best Augments in ARAM Mayhem

As you can tell, there are tons of different augments to choose from, and realistically, you won’t ever use all of them, unless you grind this gamemode while it’s here- in which, I can’t blame yo,u as it seems pretty cool.

So far, my favourite augments are Tank Engine, as you can get stacks and become massive. This is pretty cool when you’re playing tanks, although beware that you will lose stacks when you die!

Tank Engine Augment

Another cool augment is Upgrade Zhonya, which makes you untargetable to incoming damage. Pair this with someone who loves to dive in and deal damage, and you can become a major threat to any enemy!

Upgrade Zhonya

What are your favourite augments? There are so many good ones to choose from, and each provides a unique take on your favourite champions!

What Champions Are Best on ARAM Mayhem?

Each champion can be played entirely differently from normal ARAM or Summoners’ Rift. You should take different Augments and things that are utterly different to what you would usually expect to take on normal League. For instance, if you’re playing Sona, you might want to build her completely differently, like full damage or tank. You may want to play AD Ziggs or something completely different.

As such, there is no best champion or what to pick, so just play whatever champions you like!

In Conclusion

That is all we know about this game mode right now. It is already on the PBE, so if you have access to that, I recommend you give it ago and try out a range of the new augments on your favourite champions!

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