ARAM Mayhem hands out Augments like candy, and some of these combos turn a single team fight into a full-blown highlight reel.
Ten champion and Augment pairings that make the enemy team wonder why they even queued up.
Top 10
Most Overpowered ARAM Mayhem Combos
ARAM Mayhem hands out Augments like candy, and some of these combos turn a single team fight into a full-blown highlight reel.
Every game of ARAM Mayhem hands out Silver, Gold, and Prismatic Augments on top of each champion's normal kit, and some pairings snowball so hard that the enemy team is basically fighting a raid boss by minute 15. Counting down from the combo that's merely very good to the one Riot has already had to nerf once and probably isn't done touching.
#10: Kayle, Marksmage + Scopier Weapons
Kayle already turns into a ranged, auto-attacking true damage machine once she hits her power spike, and this pairing leans all the way into it. Marksmage converts a chunk of her ability power straight into bonus physical damage on every basic attack, while Scopier Weapons hands ranged champions extra attack range on top of that. The result is a Kayle who can stand well outside of engage range and still auto people down for damage that scales off both of her stat sheets at once, which is a nasty way to open a fight before the enemy team even gets to swing back.
#9: Vayne, Fan the Hammer + Dual Wield
Fan the Hammer turns Vayne's next basic attack in each of the four cardinal directions into a five-bolt volley, each one capable of critically striking and applying her on-hit effects on top of the base damage. Since it recharges per direction rather than as one shared cooldown, a Vayne who's kiting in a circle can keep firing volleys almost continuously. Dual Wield stacks right on top of that, sending out an extra bolt after every basic attack for 40% of that attack's damage at 40% on-hit effectiveness, plus a flat 20% attack speed. The reason this pairing is so nasty on Vayne specifically is that every one of those bonus bolts, from both Augments, counts as its own separate hit for triggering Silver Bolts stacks and on-hit effects, so a single auto attack can chain into a small barrage that all ticks her passive at once. It's one of the reasons Vayne is sitting S+ tier this patch, and it plays exactly like you'd expect a decade of "Vayne late game" jokes to play out on fast forward.
#8: Yasuo, Mystic Punch
Mystic Punch shaves 1.25 seconds off every cooldown whenever Yasuo lands an auto attack. Since his Q counts as an on-hit trigger and only has a 1.33 second cooldown to begin with, the loop basically feeds itself: auto, Q, auto, Q, forever. The result is a Yasuo who never runs out of knockups to set up, which is exactly as miserable to play against as it sounds.
#7: Blitzcrank, Archmage + Ethereal Weapon
Blitzcrank's ultimate already chains lightning between his auto attacks. Add Ethereal Weapon and every jolt of that chain lightning procs the on-hit effect, which re-triggers the passive, which procs Ethereal Weapon again. With roughly 300 ability haste from Archmage stacking in the background, the loop barely needs to stop, and a hooked target just gets bounced between shocks until there's nothing left of them.
#6: Morgana, Archmage
Morgana's Q and W already share a lot of cooldown overlap on their own. Archmage turns that overlap into a genuine loop, since landing Q shaves time off W and landing W shaves time off Q, and it only takes around 80 ability haste to get the cycle running on its own. The end result is a Morgana who can perma-root a target while the burn from Tormented Shadow just keeps ticking, which is not a fun way to get taken apart.
#5: Veigar, Phenomenal Evil + Eureka
Phenomenal Evil hands Veigar a permanent stack of ability power every time one of his spells damages an enemy champion, on top of the stacks he's already banking from his own passive. Eureka then converts a slice of all that accumulated AP straight into ability haste, which just means more spells going out, which means more Phenomenal Evil stacks, which means more haste. The loop feeds itself harder the longer the game goes, and a late-game Veigar running both of these can delete a squishy from a single Event Horizon cage before they even get a chance to flash.
#4: Ornn, Heartsteel + Quest: Steel Your Heart + Tank Engine
Ornn is already one of the tankiest champions in the game before a single Augment gets involved, and this trio turns him into a walking fortress. Heartsteel grants bonus health for hitting takedowns, Quest: Steel Your Heart boosts that bonus health gain by 200% once he's banked 300 from Colossal Consumption, and Tank Engine adds another 5% max health and size on top of every takedown, stacking with no cap. Chain a couple of early fights together and Ornn is walking around with over 10,000 health before the game even hits the late stage, all while still passively upgrading his own item spikes, which is a genuinely absurd amount of stats to try and burst down.
#3: Ryze, Adapt: Mind to Matter
Ryze's passive already converts his stacked mana into bonus ability power, so ARAM Mayhem's Augment pool practically hands him a loophole. Mind to Matter turns half of his max mana into bonus health, and Adapt converts his bonus attack damage into even more ability power on top of a flat 15% boost. The build that makes this actually work is buying every mana item in the shop: Manamune, Archangel's Staff, and Winter's Approach all convert a slice of his stacked mana into AD, AP, and health respectively, and Overlord's Bloodmail adds even more health and AD on top with a bonus kick when he's low. Every one of those items feeds mana, which feeds Ryze's passive, which feeds Adapt and Mind to Matter, which feeds his stats right back into buying more mana. Push that loop far enough and Ryze stops scaling like a normal champion and starts compounding, ending up tankier, harder hitting, and scarier to fight than a champion who purely builds AP has any business being. He does trade away his mobility for it, so a coordinated dive can still punish him, but good luck getting through the health bar first.
#2: Brand, Infernal Conduit + Ethereal Weapon
Brand was already built to spread fire between burning enemies before Mayhem gave him a reason to spam even harder. Infernal Conduit stacks a Burn on every ability hit, and each tick of that Burn shaves 0.08 seconds off his basic ability cooldowns. A single Brand ability can lay down four stacks at once, and once two or three enemies are all burning simultaneously, the cooldown refunds come in fast enough that Brand is basically casting for free. The piece that turns this from good into absurd is Ethereal Weapon, which makes his spells apply on-hit effects on top of their normal damage. On its own that's a trap if the rest of the build doesn't back it up, but pair it with real on-hit items like Nashor's Tooth or Wit's End and suddenly every Pillar of Flame and Conflagration is also tacking on extra on-hit magic damage, all while the Infernal Conduit burn keeps every cooldown rolling. It's the kind of combo that turns a teamfight into a bonfire nobody asked to stand next to.
#1: Dr. Mundo (or any tank), Tank Engine + Dropkick
Dropkick executes a low-health enemy champion, heals you for doing it, and knocks the corpse back hard enough to explode on whatever it collides with, chipping down anyone standing nearby. Every one of those kills feeds Tank Engine, which hands out permanent max health and size for each takedown, stacking without limit. The two Augments feed each other perfectly: Dropkick racks up the takedowns, Tank Engine turns those takedowns into an ever-growing wall of a champion, and that wall just goes and finds the next execute. Riot has already had to step in once, cutting Dropkick's base value from 5% to 4% and gutting its bonus-health scaling from 0.002% down to 0.0001% in Patch 26.14 after it got roped into the same balance pass as Infernal Conduit and Stackosaurus Rex. Even after that nerf it's still one of the strongest picks in the Augment pool, which tells you exactly how far over the line it was before.
Conclusions
What ties all ten of these together is feedback loops. None of these Augments are individually broken in a vacuum, it's that each one turns a normal action a champion was already doing (auto attacking, farming, landing a Q) into more of the exact resource that makes the next cast stronger. ARAM Mayhem is built to let stats snowball, and these are the combos that snowball the hardest.



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