ARAM Mayhem Augment Guide - STheHero
Table of Contents
- Intro & Overview
- Augment Tiers Overview
- ADAPt
- Adamant
- Blunt Force
- Buff Buddies
- Deft
- Dive Bomber
- Don’t Blink
- Erosion
- EscAPADe
- Escape Plan
- Fetch
- First-Aid Kit
- Flash 2
- Flashbang
- Frost Wraith
- Goredrink
- Guilty Pleasure
- Hat on a Hat
- Heavy Hitter
- Homeguard
- Ice Cold
- Infernal Soul
- Leg Day
- Light 'em Up!
- Mighty Shield
- Mind to Matter
- Mountain Soul
- Ocean Soul
- Poltergeist
- ReEnergize
- Repulsor
- Scoped Weapons
- Self Destruct
- Shadow Runner
- Sonic Boom
- Spin To Win
- Swift and Safe
- Tank It Or Leave It
- The Brutalizer
- Tormentor
- Transmute: Gold
- Typhoon
- Ultimate Unstoppable
- Upgrade Collector
- Upgrade Cutlass
- Upgrade Immolate
- Upgrade Zhonya's
- Veil of Warding
- Wind Beneath Blade
- Witchful Thinking
- Gold (Augment Type)
- All For You
- Apex Inventor
- Big Brain
- Bread And Butter
- Bread And Cheese
- Bread And Jam
- Celestial Body
- Cheating
- Critical Healing
- Critical Rhythm
- Dawnbringer’s Resolve
- Demon’s Dance
- Divine Intervention
- Ethereal Weapon
- Executioner
- Firebrand
- Flashy
- From Beginning to End
- Get Excited
- Holy Fire
- Impassable
- It’s Critical
- It’s Killing Time
- Keystone Conjurer
- Lightning Strikes
- Magic Missile
- Marksmage
- Minionmancer
- Nightstalking
- OK Boomerang
- Outlaw’s Grit
- Overflow
- Perseverance
- Quest: Steel Your Heart
- Rabble Rousing
- Recursion
- Restless Restoration
- Scopier Weapons
- Searing Dawn
- Shrink Ray
- Skilled Sniper
- Slow and Steady
- Snowball Upgrade
- Soul Siphon
- Spiritual Purification
- Tank Engine
- Thread the Needle
- Transmute:Prismatic
- Twice Thrice
- Upgrade Hubris
- Upgrade Infinity Edge
- Upgrade Sheen
- Vampirism
- Vulnerability
- With Haste
- Prismatic
- Back to Basics
- Biggest Snowball Ever
- Blade Waltz
- Can’t Touch This
- Circle Of Death
- Clown College
- Courage of the Colossus
- Cruelty
- Dashing
- Draw Your Sword
- Dual Wield
- Empyrean Promise
- Eureka
- Fan the Hammer
- Feel the Burn
- Fey Magic
- Final Form
- Gash
- Giant Slayer
- Glass Cannon
- Goldrend
- Goliath
- I\'m a Baby Kitty Where is Mama
- Infernal Conduit
- Jeweled Gauntlet
- King Me
- Laser Heal
- Mad Scientist
- Master of Duality
- Mystic Punch
- Ominous Pact
- Omni Soul
- Protein Shake
- Quantum Computing
- Quest: Sneakerhead
- Quest: Urf\'s Champion
- Quest: Wooglet\'s Witchcap
- Scopiest Weapons
- Slow Cooker
- Snowball Roulette
- Symphony of War
- Tap Dancer
- Transmute: Chaos
- Ultimate Awakening
- Ultimate Revolution
- Upgrade Mikael\'s Blessing
- Windspeaker\'s Blessing
- Special Augment Interactions
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Intro & Overview
ARAM Mayhem Augment Guide compiled by STheHero provides a comprehensive roster of augments across different tiers (ADAPt, Adamant, Blunt Force, Buff Buddies, Deft, etc.) with detailed descriptions, synergies, timings, and build recommendations. The guide includes tier lists for Silver, Gold, and Prismatic augment categories, and contains practical notes, examples, and cautions for various augments.
Video rundown: https://www.youtube.com/watch?v=lv0uQp0SCtg
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Augment Tiers Overview
Silver Augment Tier List
S: ADAPt, Deft, Erosion, Escape Plan, Homeguard, Leg Day, Mind to Matter, ReEnergize
A: EscAPADe, First Aid Kit, Goredrink, Infernal Soul, Light’em Up, Ocean Soul, Shadow Runner, Spin to Win, Swift and Safe, Tank it or Leave it, The Brutalizer, Typhoon, Ultimate Unstoppable, Wind Beneath Blade
B: Adamant, Blunt Force, Buff Buddies, Flashbang, Frost Wraith, Guilty Pleasure, Heavy Hitter, Ice Cold, Mighty Shield, Mountain Soul, Repulsor, Scoped Weapons, Upgrade: Collector, Upgrade: Zhonyas, Witchful Thinking, Upgrade: Cutlass,
C: Dive Bomber, Don’t Blink, Fetch, Flash 2, Self Destruct, Sonic Boom, Tormentor, Transmute: Gold, Veil of Warding, Upgrade: Immolate, Poltergeist
D: Hat on a Hat,
Video rundown: https://www.youtube.com/watch?v=lv0uQp0SCtg
Gold Augment Tier List
S: Executioner, Searing Dawn, Critical Healing, It’s Killing Time, Overflow, Upgrade:Infinity Edge, Rabble Rousing
A: All For You, Bread and Butter, Bread and Cheese, Ethereal Weapon, It’s Critical, Magic Missile, Marksmage, Minionmancer, Nightstalking, Perseverance, Recursion, Soul Siphon, Tank Engine, Vampirism, Vulnerability
B: Apex Inventor, Bread and Jam, Celestial Body, Cheating, Critical Rhythm, Divine Intervention, Flashy, From Beginning to End, Get Excited, Impassable, OK Boomerang, Scopier Weapons, Shrink Ray, Skilled Sniper, Snowball Upgrade, Twice Thrice, Upgrade: Hubris, Upgrade Sheen
C: Dawnbringer’s Resolve, Demon’s Dance, Firebrand, Keystone Conjurer, Quest: Steel Your Heart, Restless Restoration, Slow and Steady, Spiritual Purification, Thread the Needle, Transmute: Prismatic, With Haste
D: Big Brain, Holy Fire, Lightning Strikes
Video rundown: https://youtu.be/b66nLy91Q-0
Prismatic Augment Tier List
S: Dual Wield, Eureka, Giant Slayer, Jeweled Gauntlet, Protein Shake, Tap Dancer,
A: Back to Basics, Clown College, Dashing, Fan the Hammer, Fey Magic, Final Form, Goliath, Infernal Conduit, Mystic Punch, Ominous Pact, Quest: Urf’s Champion, Slow Cooker, Ultimate Revolution, Upgrade: Mikael’s Blessing, Wooglet’s Witchcap
B: Biggest Snowball Ever, Blade Waltz, Can’t Touch This, Circle of Death, Draw Your Sword, Goldrend, Master of Duality, Mad Scientist, Omnisoul, Quest: Scopiest Weapons, Windspeaker’s Blessing,
C: Empyrean Promise, Feel the Burn, Gash, I’m a Baby Kitty Where is Mama, Laser Heal, Quantum Computing, Sneakerhead, Symphony of War, Ultimate Awakening
D: Glass Cannon, King Me, Snowball Roulette, Transmute: Chaos
Video rundown: still editing
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ADAPt - Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0.6 bonus attack damage. Additionally, increase your ability power by 15%.
Even if you ignore the AD conversion, 15% AP is pretty decent…
Good AD items to build:
- Muramana (if you have another mana item)
- Infinity Edge (if you have some kind of crit synergy from other augments)
- Hubris isn’t terrible
- Blade of the Ruined King on AP/on-hit users (Kayle, Kat…)
- Most Bruiser items can be okay
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Adamant - Immobilizing or grounding an enemy champion grants 2 – 10 (based on level) bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 20 – 100 (based on level) bonus resistances, and refreshing on subsequent triggers.
- Good on AoE cc only or if you have a lot of haste on cc abilities
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Blunt Force - Increases attack damage by 15%.
- Safe AD option, scales well later in the game but weak early
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Buff Buddies - Grants Crest of Cinders and Crest of Insight permanently.
- Safe option for health + mana regen
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Deft - Grants 60% bonus attack speed.
- Very good for a silver on champs that want AS
- Let’s you not build an attackspeed item on some crit champs
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Dive Bomber - Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.
- Decent into low range teams
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Don’t Blink - Deal 1% increased damage per 10 movement speed you have more than the target.
- Decent on ranged champions that have good movespeed synergies (FAST Jhin, Zeri, Vayne, Sivir…), bad otherwise
- Maybe good with Tap Dancer/Homeguards
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Erosion - Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1.5% for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.
- Really good on champs that have AoE DoTs and/or build Liandries + Blackfire
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EscAPADe - 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%.
- Even if you ignore the AP conversion, 15% AD is literally just Blunt Force…
- Really good on poke Ashe
- It is better to build core items first before investing in AP items for the stats (crit/attackspeed/whatever is core for your champ)
Good AP items to build:
- Raw AP for the high AD conversion(Deathcap, Horizon Focus, Blackfire Torch…)
- Zhonyas/Banshees
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Escape Plan - 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 decay quickly over a few seconds.
- Really good layer of protection on most champs
- Can be used to help gap-close offensively for fighters/assassins
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Fetch - Gain 40% bonus movement speed towards enemies marked by Mark.
Additionally, nearby allied champions that use Mark will cause it to drop a snowball on the ground after reaching maximum range or hitting an enemy. You can pick up this snowball to refresh the cooldown of your Mark.
- Really teamcomp dependent, probably okay on assassins/divers
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First-Aid Kit - Grants 20% heal and shield power.
- Safe enchanter pick, decent on tanks with lots of healing/shielding
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Flash 2 - Replaces the summoner spell in the second slot with Flash. Additionally, gain 70 summoner spell haste.
If you already have Flash, no substitutions are made; you can have Flash in both of your summoner spell slots while equipped with this augment.
- There might be some Flashbang setup
- Idk how it interacts with Flashy
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Flashbang - Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1.25 seconds. Additionally, the cooldown of your Flash resets upon your death.
- Its okay if you are an AoE engager, bad otherwise without augment support
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Frost Wraith - Automatically cast 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).
- Good to time with Mark(snowball) for harass
- Really good for extending cc chains, but you have to pay attention and also be wary of combo breaker
- Not worth on backliners
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Goredrink - Gain 15% omnivamp.
- Very good on any fighter, underrated on other champ classes
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Guilty Pleasure - Immobilizing or grounding an enemy champion heals you for 10 – 150 (based on level) (+ 1.5% maximum health) (5 second cooldown per cast instance).
- Is decent just on basis that other silver augment tank options suck
- It’s mostly for champs with AoE cc
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Hat on a Hat - Gain 15 ability power and 8 bonus magic resistance for each headwear item you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice.
The following items will count as headwear/hats items for the Hat on a Hat augment: Abyssal Mask, Bloodletter's Curse, Cosmic Drive, Edge of Night, Executioner's Calling, Experimental Hexplate, Haunting Guise, Hollow Radiance, Hubris, Jak'Sho, The Protean, Knight's Vow, Liandry's Torment, Rabadon's Deathcap, Riftmaker, Shurelya's Battlesong and Spectre's Cowl.
- Only good on champs that build 4+ of the items on the list + if enemy team is magic damage heavy
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Heavy Hitter - Basic attacks deal bonus physical damage equal to 3.5% of your maximum health.
- Only good if you are playing around Heartsteel (which you should only build if the enemy team is low range)
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Homeguard - Gain 100% bonus movement speed. This bonus is lost for 3 seconds after taking damage from champions.
- Really good on ranged champs especially poke champs
- Has synergy with Don’t blink
- Mechanics check
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Ice Cold - Your slowing effects reduce the movement speed of targets by an additional 100.
- OP on champs that want Rylai’s or already have a lot of built in slows
- Best used on champs with many smaller slows rather than a super strong one
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Infernal Soul - Grants the Infernal Dragon Soul.
- Safe option on any damage dealer, really good for poke early
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Leg Day - Gain 50 bonus movement speed and 40% slow resist.
- Just straight up OP, lets you sell boots later or not need to buy them at all
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Light 'em Up! - Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 fireworks at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP).
- Pretty good for on-hit champs
- Really high base damage
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Mighty Shield - Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).
- Strong early if your champ has a low cd shield
- Really good if you have a reliable shielder on your team or build items with shields
- Mountain Soul synergy
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Mind to Matter - Grants bonus health equal to 50% maximum mana.
- Really good on champs that build Lost chapter item + Tear item (can end up with 2500+ hp, which is insane for a silver augment)
- You don’t have to build mana at all and it’s still pretty decent
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Mountain Soul - After not taking damage for 5 seconds, gain a shield for 220 (+ 16% bonus AD) (+ 12% AP) (+ 12% bonus health).
- Pretty good for letting you play aggressive early
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Ocean Soul - Grants the Ocean Dragon Soul, which has a modified base heal value of 100.
- Really good early, falls off a bit later
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Poltergeist - Replaces the summoner spell in the second slot with Poltergeist.
Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed.
- Kinda weak, but as people have pointed out, it’s pretty much a low cd barrier
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ReEnergize - Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized, your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health.
- Really OP on RFC users, can also build Stormrazor + Voltaic
- You can either play around hitting different enemy champs, or just double-tap one champ with RFC range
- For some reason also has % current health magic damage
- Also synergizes with Fleet if you get it
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Repulsor - Upon dropping below 60% or 30% of your maximum health, knock back all enemies within a 500 radius by 750 units.
- Good safety option for backliners vs low range team comps
- You can try to Insec enemies with it if you are a backline diver
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Scoped Weapons - Gain ( 75 / 50) bonus attack range.
- Great option on auto attackers, but you have to consider whether the extra range would actually improve your ability to hit
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Self Destruct - After exiting a warp gate, you 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.
- Probably really good with Flashbang
- You probably have to commit to inting for engage, so you need a team that can follow up and probably mobility
- Works when Reksai uses her tunnels
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Shadow Runner - After dashing, blinking, or exiting stealth, gain 300 bonus movement speed for 2 seconds.
- Good for chasing or kiting
- Works with the portals/cannon
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Sonic Boom - Granting a buff, heal, or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown).
- Used mostly for the slow, is generally underwhelming
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Spin To Win - Your spinning abilities deal 30% increased damage and benefit from 30 ability haste.
- Only good if the spin is the champ’s main damage tool
- Good users: Garen, Renekton, Katarina, Samira, Lillia
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Swift and Safe - After dashing or blinking, gain a shield that lasts 3 seconds and absorbs 65 – 290 (based on level) (+ 65% bonus AD) (+ 26% AP) damage (5 second cooldown).
- Works with Mark (snowball), and thus is just broken on any champ who has another dash
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Tank It Or Leave It - 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%.
- Really OP with Lifesteal, or if you are a tank with Atma’s
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The Brutalizer - Grants 25 bonus attack damage, 10 ability haste, and 5 lethality.
- Better Blunt force early game, worse lategame
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Tormentor - Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to「 0.8% of the target's maximum health per second 」(5 second cooldown per cast instance). This Burn stacks infinitely and refreshes with each application.
- Not really worth it unless you have a burn synergy and the enemy team is very tanky
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Transmute: Gold - Gain one random Gold augment, excluding the other two offerings in your current assortment.
- Only take if your other options suck
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Typhoon - Basic attacks fire a bolt at an additional target that deals 30% AD physical damage and applies on-hit effects at 100% effectiveness.
- Good if there’s multiple melees on enemy team
- Unlike Runaan’s, these bolts’ range seems to be decently further than your auto range
- Best used if you have a good effect to apply(Senna/Ashe passive…), not so much for damage
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Ultimate Unstoppable - Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).
- Take if cc can ruin your ult
- Really strong on ult spammers (Karma, Corki, Anivia…)
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Upgrade Collector - Upgrades The Collector, empowering Death to have its execution threshold increased by 0.50% for each successful execution and Taxes to generate a further 25 (total 50) from kills. Additionally, gain 250.
- After the buff, it does snowball kinda well
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Upgrade Cutlass - Upgrades both Lifeline and Spectral Cutlass, reducing the cooldown of Soul Anchor to 15 seconds and empowering its active to grant you 25% increased damage while it is in effect.
- You need enemy targets that you can constantly harass, it’s hard to play against heavy cc
- Actually pretty good if you are comfortable using this item
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Upgrade Immolate - Upgrades Hollow Radiance and Sunfire Aegis, empowering Immolate to additionally generate 10 per tick for each target afflicted by its effect.
- Can be okay if both teams have a lot of melees so that you can just sit there and farm enemies safely
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Upgrade Zhonya's - Upgrades Seeker's Armguard, Wooglet's Witchcap, and Zhonya's Hourglass, empowering Stasis to allow you to move during its active effect. Additionally, the cooldown of Zhonya's Hourglass' Stasis is reduced to 90 seconds.
- Good against divers or after getting caught
- Also good with some types of channels like Rumble Q, Kennen R…
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Veil of Warding - Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).
- Really good in pretty much the same situations you would want a Banshees/Edge of Night, ie: to dodge annoying pick tools
- Cooldown works in combat, so it can be really clutch sometimes
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Wind Beneath Blade - 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.
- Scaling version of Leg Day that’s only good on AD assassins
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Witchful Thinking - Grants 20 – 80 (based on level) ability power.
- Solid, but scales kinda slow and is more of a safety option
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Gold
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All For You - Your heals and shields on allied champions are increased in effectiveness by 30%.
- Scales really well with other heal multipliers
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Apex Inventor - Grants 100 item haste, which is equivalent to 50% cooldown reduction for items.
- There’s way less items to work with than in Arena and also very nerfed. Would be more fun if this were buffed to like 150 haste (60% cdr) or 200 haste (66% cdr)
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Big Brain - Gain a shield that absorbs damage equal to 100% AP and lasts until destroyed. Shield is replenished upon respawn.
- Way worse than in Arena since it can be broken very easily and comes back way less often
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Bread And Butter - Your champion's first basic ability (Q) gains 100 ability haste.
- The haste from the augment is additive to normal haste
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Bread And Cheese - Your champion's third basic ability (E) gains 100 ability haste.
- The haste from the augment is additive to normal haste
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Bread And Jam - Your champion's second basic ability (W) gains 100 ability haste.
- The haste from the augment is additive to normal haste
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Celestial Body - Gain 1250 bonus health, but reduce your damage output by 10%.
- Really strong early, and has good synergy with any health scaling
- Can be used to help proc Warmogs faster
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Cheating - Your Recall is now functional, causing the channel to upon completion blink you to your team's spawn. Additionally, you no longer lose the ability to purchase items from the shop from exiting the shop area, and the fountain will now provide healing and resource restoration for you.
- Still have to still through a full recall timer, and sometimes it’s just better to die
- I should probably check if this lets you take your augments…
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Critical Healing - Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40%. Additionally, gain 25% critical strike chance.
- You can build Rite of Ruin and/or Atma’s Reckoning, and it’s just insane synergy
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Critical Rhythm - Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60%. Additionally, gain 25% critical strike chance.
- Let’s you drop a Zeal item and gives a good amount of stats,
-
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Dawnbringer’s Resolve - Upon dropping below 50% maximum health, you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).
- Underwhelming, considering it gets countered by antiheal
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Demon’s Dance - Gain the Fleet Footwork and Grasp of the Undying keystone runes.
- Not that great, you get a bit of movespeed and a bit of damage + max hp, but not enough to be better than other augments
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Divine Intervention - 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).
- It’s a static timer
- Generally good for engage, it’s okay to go in a little early and let it land after your cc wears off
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Ethereal Weapon - Your abilities apply on-hit effects at 100% effectiveness (1 second cooldown per target).
- Really good if you can play around it
- Really good synergy with ADAPt or EscAPADe or on-hit augments
- Really OP on DoT champs
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Executioner - Deal 10% increased damage to enemies below 30% of their maximum health. Scoring a champion takedown resets the cooldown of all your basic abilities.
- Broken OP on any champ that has any important cooldown
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Firebrand - Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to 0.4% of the target's maximum health per second. This Burn stacks infinitely and refreshes with each application.
- Good vs high hp tanks, bad otherwise
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Flashy - Your Flash now has 3 charges with a 2-second cooldown between casts (180 seconds recharge time).
- Works with other flash augments
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From Beginning to End - Gain the Dark Harvest and First Strike keystone runes.
- There’s better options but it’s fine
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Get Excited - Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.
- Pretty good, especially for melees
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Holy Fire - Your heals and shields cause you to fire a missile to the nearest enemy champion within 650 units over 0.32 seconds, applying a Burn upon arrival that deals magic damage equal to 0.2% of the target's maximum health every second over 5 seconds, for a total of 1% (1.5-second cooldown).
- Undertuned for enchanters, since they don’t have the cooldowns to stack it
- Some tanks that have some spammable heal can do okay with this like Zac
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Impassable - Gain the Aftershock and Glacial Augment keystone runes
- Underrated option on tanks that people should be more willing to click
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It’s Critical - Grants 50% critical strike chance.
- Really good early game, but can make itemization lategame awkward
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It’s Killing Time - Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all pre-mitigation damage, excluding true damage, dealt to the affected target, detonating after 5 seconds to deal physical damage equal to the damage stored against them.
- If your champ’s damage isn’t frontloaded
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Keystone Conjurer - Gain the Arcane Comet and Summon Aery keystone runes.
- Underrated damage option, not just on poke champs
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Lightning Strikes - Increase your bonus attack speed gained from all sources by 20%. While at 4.0 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.
- It’s really hard to hit 4.0 AS, and the other bonus isn’t that much
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Magic Missile - Dealing damage to an enemy with an ability within 1000 units fires 3 missiles at them that each deal true damage equal to 0.33% of the target's maximum health, increased to up to 1% based on distance travelled. This effect can only trigger once every 6 seconds from the same cast.
- A bit overrated, because it’s only once per target per cast pretty much, but if you are able to freqently hit enemies with abilities it’s good
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Marksmage - Basic attacks deal bonus physical damage equal to 75% AP.
- Counts as an on-hit, which is kinda broken
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Minionmancer - Your pets deal 40% increased damage as well as gain 40% bonus health and size.
- Out of the champs that get it, I think its only bait on Malz
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Nightstalking - 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.
- Synergy with stealth bonuses, + Voltaic
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OK Boomerang - Automatically cast Sivir's Boomerang Blade at a nearby enemy, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).
- It’s kind of the same as Keystone Conjurer but automated, and free poke is underrated
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Outlaw’s Grit - Dashing or blinking grants 12 bonus armor and bonus magic resistance for 15 seconds, stacking up to 5 times for a total of 60 bonus resistances, and refreshing on subsequent triggers.
- You need high-ish uptime on dashes because it’s a bit underpowered when not at max stacks
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Overflow - Your abilities' mana costs are doubled, but you also gain 10% (+ 0.5% per 100 maximum mana) increased damage as well as self and outgoing healing and shielding.
- Really strong on enchanters because you still won’t have much mana issues
- OP on Lost Chapter + ROA users
- You need a good source of mana regen otherwise
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Perseverance - Grants 800% base health regeneration, increased to 1600% while below 25% maximum health.
- It just heals a lot over the course of the game, better than most other tank options
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Quest: Steel Your Heart - Quest: Obtain Heartsteel and accumulate over 350 bonus health from Colossal Consumption.
Reward: Upon completing your Quest, increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.
- The tech is to not click the augment until way later into the game because it super multiplies your stacks for some reason
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Rabble Rousing - Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health).
- Best used on champs that can just spam abilities like Cassiopeia, Ryze…
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Recursion - Grants 60 ability haste.
- Really good for most champs, people should take this more
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Restless Restoration - Heal for 0.2 – 1.2 (based on level) (+ 0.01% maximum health) per 10 units travelled.
- Perserverance but worse
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Scopier Weapons - Gain ( 200 / 100) bonus attack range.
- Range is OP, but with how good other gold augments can be, you are giving up a lot
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Searing Dawn - Gain Leona's Sunlight.
Sunlight: Your abilities mark enemies, causing them to take 40 – 200 (based on level) (+ 3% of target's maximum health) bonus magic damage from your ally's next basic attack or ability hit against them (0.75-second cooldown per target).
- Really OP on champions that have DoTs/AoE application + an ally that can proc it frequently: Brand, Malzahar, Swain, Amumu, Anivia, Annie, Cassiopeia, Heimerdinger, Karthus, Maokai, Miss Fortune, Morgana, Nasus, Singed, Twitch?, Zyra
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Shrink Ray - Basic attacks reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.
- You need to be able to hit different targets consistently
- I’m not sure how it works with Runaan’s
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Skilled Sniper - Hitting an enemy with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.
- Good vs ranged matchups, but overrated vs enemies that actually want to walk at you
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Slow and Steady - 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. Additionally, gain 25 AD and convert every 1% bonus attack speed into 0.75 bonus attack damage .
- The conversion isnt great, so it’s only worth if you don’t plan on autoing
- Broken with Jayce attackspeed from ranged W
- Zeri isn’t affect by the attackspeed debuff, but still gets the AD
- Garen also isn’t really negatively affected
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Snowball Upgrade - 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 100 (+ 200% bonus AD) (+ 120% AP) magic damage to enemies within over the duration, as well as slowing them by 40% (+ 6% per 100 AP). Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste.
- It’s an AoE slow which is decent for harass, and can do a lot of damage
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Soul Siphon - Your critical strikes gain 12% lifesteal. Additionally, gain 25% critical strike chance.
- Let's you build 1 less crit item and gives you early lifesteal
- Kind of wasted on non-aut0attackers because it is lifesteal, not omnivamp
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Spiritual Purification - 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%
- You have to be alive for it to proc, so it’s better on backliners with AoE
- Decent against low range teams
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Tank Engine - Scoring a champion takedown generates a stack. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.
- It’s hard to maintain stacks, so this often isn’t providing that much, but is still pretty good on health scalers
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Thread the Needle - Grants 18% armor penetration and magic penetration.
- Decent but doesn’t remove the need to still get a pen item
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Transmute:Prismatic - Gain one random Prismatic augment, excluding the other two offerings in your current assortment.
- Too much can go wrong here, with how niche a lot of Prismatics are
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Twice Thrice - Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.
- Kind of overrated, but obviously has synergy with on-hit builds
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Upgrade Hubris - 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.
- The biggest benefit is the stacking movespeed
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Upgrade Infinity Edge - 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.
- Can basically treat this as 25% crit and 25% more crit damage after completing IE
- Can become exodia with stuff like Jeweled Gauntlet
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Upgrade Sheen - Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3.5% of your maximum health). Additionally, gain 250.
- Good vs tanks, but is pretty nerfed compared to Divine Sunderer
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Vampirism - You can no longer be healed by allies and your health regeneration is set to 0. Gain 30% omnivamp.
- Your champion needs to be able to output constant damage, but it’s OP if you can
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Vulnerability - Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage) damage. Additionally, gain 25% critical strike chance.
- Broken on DoT champs, double broken if they have burn items
- Decent in all other cases where you have multiple sources of item damage
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With Haste - Grants bonus movement speed equal to 150% ability haste.
- You have to play around it, but you can get A LOT of movespeed, and can sell boots later. However, this is heavy investment for just movespeed
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Prismatic
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Back to Basics - Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your Ultimate ability is permanently sealed.
- OP if your champ doesn’t really use ult in ARAM: Pantheon, Ryze, TF…
- If your champ’s ult isn’t core to their gameplay, this is a good augment
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Biggest Snowball Ever - 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 you do not already have Mark, the summoner spell in the second slot is replaced with Mark. Non-champions hit are stunned for 1.25 seconds.
- This is an insane engage/harass/setup tool
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Blade Waltz - Replaces the summoner spell in the second slot with Blade Waltz.
Blade Waltz: Blink to the target enemy champion. After 0.25 seconds, you then blink to the nearest 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.
- This is a very powerful engage tool but also extremely skill‑intensive
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Can’t Touch This - Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).
- OP on champs like Karma, Udyr, Jayce, Corki…
- Really good for baiting stuff
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Circle Of Death - Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units.
- Really good on drain/heal tanks, okay on enchanters that heal
- Really good with other sources of healing from augments (Perserverance, Ocean Soul…)
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Clown College - Gain Shaco's Backstab, Deceive and Hallucinate's explosion. Replaces Flee 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: 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 and fearing them for 1 second.
- At worst you have a free blink+stealth and Dive Bomber with a fear, if you can use the backstab and active damage this is really good
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Courage of the Colossus - Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 100 – 300 (based on level) (+ 5% 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.
- It’s okay, but a bit underwhelming for a Prismatic. There are some gold tank augments I’d rather have
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Cruelty - Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance).
- Much worse than the item is in Arena
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Dashing - Abilities with dashes or blinks gain 175 ability haste.
- Really OP with Swift is Safe and decent for Outlaw’s Grit
- Champs with multiple dashes are broken with this (Sylas, Akali…)
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Draw Your Sword - Become melee, modifying your attack range to 200 units.
Additionally, gain 30% bonus attack damage, 25% bonus attack speed, 30% bonus health, 25% bonus movement speed, and 20% life steal. These bonuses are increased by 0% – 30% (based on attack range).
This augment is only available for ranged champions.
- Can be good if enemy team is low on burst and cc
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Dual Wield - Increase your total attack speed by 20%. Every second attack, launch a bolt that repeats 40% of the original attack's pre-mitigation damage and applies on-hit effects at 40% effectiveness.
- On-hit augment, but also just synergizes well with a lot of other augments
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Empyrean Promise - Replaces the summoner spell in the second slot with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power.
Active - Vigilance: Dash to the target allied champion and upon arrival grant yourself and them a shield that absorbs 100 – 250 (based on level) (+ 100% of your AP) (+ 10% of your bonus health) damage for 3 seconds (30 second cooldown).
- It’s okay on tanks to peel for a hypercarry, but kinda bait on enchanters because the channel is too slow and you’ll just die
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Eureka - Gain ability haste equal to 30% AP.
- Really OP, just build as much raw AP as possible
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Fan the Hammer - Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 bolts at the target that each deal 10 – 52.5 (based on level) (+ 15% bonus AD) physical damage, for a total of 50 – 262.5 (based on level) (+ 75% bonus AD) physical damage (5 second cooldown per direction). Bolts' damage is increased by 0% – 50% (based on distance travelled). Each bolt can critically strike and applies on-hit effects at 20% effectiveness.
- This does a lot of damage and is really good with RFC for harass
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Feel the Burn - Replaces the summoner spell in the second slot with Feel the Burn.
Additionally, Ignite counts as a Burn source.
Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 600 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. A nearby enemy champion is required to cast this spell.
- Can potentially mitigate a lot of damage but it’s hard to use because you need to be mindful of all enemy champs
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Fey Magic - Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60, and disarms them for the same duration (15 second cooldown per target).
- OP on stuff like Katarina, Kennen…
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Final Form - 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).
- Some champs like Aatrox become god with this.
- Apparently, you can use this on Sion passive if you choose R as the button
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Gash - Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage.
- Very situational, especially because it’s hard to support this with most of the Arena items missing
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Giant Slayer - Become tiny, reducing your size by 75% and gaining 30% bonus movement speed. Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.
- This is also just OP, you get free damage and movespeed
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Glass Cannon - You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal post-mitigation.
- The reward isn’t really enough compared to the cost
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Goldrend - Damaging an enemy champion with a basic attack or ability deals them an additional 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage, and grants you 15 and 25% bonus movement speed for 1.5 seconds (30 second cooldown per champion).
- Treat this like Night Harvester
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Goliath - Grants 35% bonus health, 15% adaptive force, and 50% increased size.
- Much better on tanks than on carries
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I'm a Baby Kitty Where is Mama - Bind with the nearest allied champion to you after a few seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power. Additionally, gain 37.5% bonus movement speed while facing your bound ally within 1500 units.
- Decent stats but rarely feels like it affects anything
- Might actually be good on tanks
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Infernal Conduit - Your ability hits apply a Burn for 5 seconds that deals 1.2 – 12 (based on level) (+ 2.8% bonus AD) (+ 1.2% AP) bonus magic damage per second (1 second cooldown per cast instance). This Burn stacks infinitely and refreshes with each application. Damage over time abilities can apply the effect only once every 2 seconds.
- A bit of a hybrid between a damage amplifier and cast amplifier. It’s mostly good on champs where you were already going to build burn items.
- Champs that have reliable AoE can also benefit lot, like Hecarim
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Jeweled Gauntlet - 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).
- Best multiplier in the game
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King Me - Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn, you gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory is upgraded to its Masterwork variant. 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 Masterwork upgrade based on its position in the inventory, detecting each slot until an eligible item is found.
- This is just Transmute:Prismatic + 1000 gold worth of stats but gated behind a dumb condition
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Laser Heal - Replaces the summoner spell in the second slot with Laser Heal.
Laser Heal: Channel for up to 2.5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals allies within for 150 – 430 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%.
- Slow and clunky to use, can have decent value in a slow game
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Mad Scientist - 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.
- Not too crazy, but it’s a very safe and reliable option for a carry. You rarely ever care which one you get
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Master of Duality - Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage, lasting for 5 seconds, with the duration of both refreshing on subsequent attack or ability hits respectively, and stacking infinitely.
- Really good if you can maintain stacks, but that’s very situational
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Mystic Punch - Basic attacks on-hit reduce the cooldowns of your basic abilities by 20% of their remaining cooldown, with a minimum of 0.5 seconds.
- Bugged with Belveth Q
- Really strong on champs that apply on hits on abilities
- OP with Ethereal Weapon
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Ominous Pact - Your abilities now have a health cost of 5% current health to cast them. In return, you gain 75 – 150 (based on level) ability power, 50% bonus movement speed, and 0% – 20% (based on missing health) omnivamp.
- Just treat this as Omnivamp + Movespeed
- You kind want to avoid this on spammers, unless you are something like Ryze that can just drain tank
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Omni Soul - Grants 3 random Dragon Souls.
- The fact that there’s no Dragonheart hurts this a lot
- Idk if it’s tailored, but I always seem to get the best souls for my champ
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Protein Shake - Gain 10% (+ 20% per 100 bonus armor) (+ 20% per 100 bonus magic resistance) heal and shield power.
- Let’s you build tank as an enchanter, which is actually OP
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Quantum Computing - Automatically cast an improved version of Camille's Tactical Sweep, winding over 0.75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 65% bonus AD) (+ 40% 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.
- Good into melee teams, but hard to reliably play around
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Quest: Sneakerhead - You have now been assigned with a number of quests to complete that each involve performing specific tasks while equipped with a particular Boots item, which is granted to you for free during its respective quest. Finish the following quests, which are assigned to you in a random order:
- Quest - Berserker's Greaves: Basic attack 25 times.
- Quest - Boots of Swiftness: Run 300 steps.
- Quest - Ionian Boots of Lucidity: Cast 20 abilities.
- Quest - Mercury's Treads: Become afflicted by crowd control 5 times.
- Quest - Plated Steelcaps: Reduce a total of 200 damage with Plating.
- Quest - Sorcerer's Shoes: Deal a total of 1500 damage with abilities.
Reward: Upon completing all of the above quests, you receive Jarvan I's. You cannot purchase any Boots items while equipped with this augment. If you already have a Boots item, it is replaced by the Boots granted by this effect. Boots items gained from this effect cannot be sold.
- It’s decent, but it’s kind of a worse version of Spatula
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Quest: Urf's Champion - Quest: Score 22 champion takedowns.
Reward: Upon completing your Quest, you receive The Golden Spatula.
- It’s just so much stats
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Quest: Wooglet's Witchcap - Gain a Needlessly Large Rod.
Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass.
Reward: Upon completing your Quest, convert the items you obtained for the quest into Wooglet's Witchcap.
- It’s OP because it combines two items you are probably going to get anyway, and gives you a free rod
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Scopiest Weapons - Gain ( 250 / 150) bonus attack range.
- It’s good if you think you are going to have trouble hitting, or if you think the enemies won’t be able to play
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Slow Cooker - Surrounds you in flames, causing you to apply a Burn every second to enemies within 500 units for 5 seconds that deals magic damage equal to 0.3% of your maximum health per second. This Burn stacks infinitely and refreshes with each application.
- Really good into melee enemy team
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Snowball Roulette - After using the Dash spell from Mark, you cast a random beneficial summoner spell on yourself, or a harmful one on your target.
Gain 100 haste on snowball
If you do not already have Mark, the summoner spell in the second slot is replaced with Mark.
- This isn’t even worth a gold augment
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Symphony of War - Gain the Conqueror and Lethal Tempo keystone runes.
- It’s only good if your champ can actually use both well, so mostly melees
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Tap Dancer - Basic attacks on-hit grant 10 bonus movement speed, stacking infinitely. Additionally, gain bonus attack speed equal to 1% movement speed.
- APM check, but it’s good into immobile teams
- Now works on minions/monsters
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Transmute: Chaos - Gain two completely random augments, excluding the other two offerings in your current assortment. You have a 30% chance to gain a Silver-tier augment and a 70% chance to receive a Gold-tier augment.
- When I take it I get 2 silvers, when the enemy takes it they transmute into 2 prismatics…
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Ultimate Awakening - Casting your ultimate ability resets the cooldowns of all your basic abilities (10 second cooldown). Gain 30 Ultimate Haste
- Some champs like Karma, Kassadin can abuse this
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Ultimate Revolution - Casting your ultimate ability resets its cooldown immediately after its effect starts or has elapsed (75 second cooldown, reset upon death).
- There are a lot of annoying ults that can abuse this like Karthus, Tryndamere, Malphite…
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Upgrade Mikael's Blessing - Upgrades Mikael's Blessing, reducing the cooldown of Purify to 45 seconds and empowering its active to instead affect you and all nearby allied champions, cleansing all targets of crowd control (excluding Airborne), healing them for 150 – 450 (based on level) (+ 50% AP), and granting them 65% tenacity for 3 seconds. Just gives you Mikael’s Blessing, or if you already have it gain 2300.
- It’s basically a Milio ult, which can actually be pretty good. The 1000 starting gold is also underrated because you can just buy the Mikael’s at the start of the game
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Windspeaker's Blessing - Your heals and shields on yourself or allies grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.
- It’s pretty much another heal/shield multiplier that’s better vs burst
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Special Augment Interactions
- If the user has all three of Bread and Butter, Bread and Cheese, Bread and Jam, they gain a buff called Bread Sandwich that grants them 250 Ultimate haste and an additional 50 ability haste on each basic ability.