Playing ARAM is always a love-hate relationship. You love playing fun champions, and you hate it when the cards hand you something you've never touched.
Some champions are just built for a single lane that nobody ever leaves. Here are the twenty we'd never swap away.
One lane, ten champions, nowhere to hide.
MOST FUN ARAM CHAMPIONS
20 PICKS · UPDATED AUGUST 2026Playing ARAM is always a love-hate relationship. You love playing fun champions, and you hate it when the cards hand you something you've never touched.
Some champions are just built for a single lane that nobody ever leaves. Here are the twenty we'd never swap away.
This page has two halves. The first is ten picks chosen for the mode as it plays today, grouped by the reason they're fun rather than ranked one to ten, and every mechanic in them checked against the current game. The second half is the original 2015 list, kept exactly as it was written, with a note underneath explaining which parts of it the game has since moved past.
Nothing here is a tier list. These are the champions that make you glad the cards went your way, which is a different question entirely.
What actually makes a champion fun on a one lane map
ARAM isn't Summoner's Rift with fewer lanes. It runs its own rules, and those rules decide which champions feel incredible and which ones feel like a punishment. Four of them do most of the work.
- You can never leave, so anything permanent is permanently on. Recall doesn't work, the fountain restores nothing, and the shop closes once you walk past it. Champions built around a resource you normally top up between fights are the ones who suffer. Champions who generate their own everything are the ones who thrive.
- The map pays you to press buttons. Every champion on an ARAM map carries an aura that restores 0.1% of maximum mana every second and hands out 70 summoner spell haste, which is why the snowball goes out constantly and why mages who'd be dry after four casts on the Rift never stop casting here.
- Distance costs damage, and ultimates don't care. You take reduced damage from enemies more than 1000 units away, from around 15% off at that line up to roughly 30% off at 2000 units. Damage over time and ultimate abilities are both exempt. That single exemption is why sniping ultimates feel so much better here than poke does.
- Melee is not the punishment it looks like. The same aura gives melee champions 15 bonus magic resistance and 20% more basic attack damage against siege and super minions. Walking into a wall of magic poke is less suicidal than it reads in champion select.
ARAM also rotates between three maps now, so the lane you land on can be the Howling Abyss, Butcher's Bridge or Koeshin's Crossing. The rules are the same on all three, and each one has its own fast travel gate near spawn to get you back to the fight.
Champions who never stop casting
The mana regeneration aura is the single most underrated thing about the mode. On the Rift these champions ration their spells. Here they hold the button down.
Xerath
Rite of the Arcane [R]Xerath is what the mode was accidentally designed for. He wants a straight line with enemies standing in it, and ARAM gives him nothing else. Arcanopulse [Q] charges up and fires through everyone, Eye of Destruction [W] slows a whole cluster, and Shocking Orb [E] stuns from 1050 units out. Then Rite of the Arcane [R] roots him in place and hands him a stack of barrages that reach 5000 units, which is most of the lane from behind his own turret. Because it's an ultimate, it skips the distance reduction entirely, so those shots land at full damage from a range where his own poke wouldn't. Mana Surge [Passive] restores mana on his basic attacks on top of the map's own regeneration, so the only thing that stops him is somebody walking up the bridge. We wrote up how to do exactly that in our Xerath counters guide.
Veigar
Phenomenal Evil Power [Passive]Phenomenal Evil Power [Passive] gives Veigar permanent ability power every time a spell of his hits an enemy champion or he picks up a takedown. On the Rift that means farming a lane and waiting. In ARAM there are five enemy champions standing in front of him from minute one and they cannot go home, so the stacking simply never stops. Baleful Strike [Q] hits the first two enemies in the line, Dark Matter [W] comes back faster the more stacks he's holding, and Event Horizon [E] is a cage in the one place on the map where nobody can walk around it. The reward is Primordial Burst [R], which scales off the target's missing health and deletes whoever was already low. It is the most satisfying slow build in the mode. Our support Veigar write-up is the same idea from a lane he wasn't supposed to be in.
Anivia
Crystallize [W]There's one lane and no way around it, which makes Crystallize [W] the funniest button in the game mode. A wall dropped behind a diving enemy takes their retreat away completely, and a wall dropped across the bridge stops a five person charge dead. Flash Frost [Q] chills whoever it passes through, Frostbite [E] doubles its damage on anything Flash Frost [Q] has already touched or that's standing in a fully formed Glacial Storm [R], and Rebirth [Passive] turns her into an egg instead of a corpse, which buys your team a fight they'd otherwise have lost. The catch is honest and it's the reason she's on this list rather than a serious one: the wall blocks your allies just as hard, and on a single bridge you will eventually seal a teammate in. If that's the part you enjoy, we keep a whole page of troll picks in LoL.
Ultimates that reach the whole map
The distance rule shaves up to 30% off damage from far away, and it exempts ultimate abilities. Everything below turns that exemption into a personality.
Karthus
Requiem [R]Karthus is the only champion on this list for whom dying is a phase rather than an ending. Death Defied [Passive] drops him into a spirit form that keeps casting, so the three seconds after your team loses a fight are the three seconds Requiem [R] finishes it, and Requiem [R] hits every enemy champion no matter where they're standing. While he's alive, Defile [E] is a toggle that damages everyone near him and drains his mana doing it, which is exactly the kind of ability the map's regeneration aura was made to feed. Lay Waste [Q] rewards you for aiming at the edges of the pack, and Wall of Pain [W] cuts movement speed and magic resistance for anyone who walks through it. Half your kills will happen while you're grey. We covered the version of him nobody expects in bot lane Karthus.
Ezreal
Trueshot Barrage [R]Trueshot Barrage [R] crosses the entire lane and hits everything on the way through, and there's exactly one lane, so the shot you fire blind from your own turret finds somebody roughly every time. It's an ultimate, so the distance reduction doesn't touch it. The loop underneath is what keeps him interesting for twenty minutes: Mystic Shot [Q] shaves a chunk off all of his cooldowns whenever it connects, Rising Spell Force [Passive] stacks attack speed off any ability that lands, and Arcane Shift [E] is a blink out of the collapse you just caused. He's also one of the few champions who genuinely enjoys the no shopping rule, since his damage comes from hitting skillshots rather than from finishing a component. Our Ezreal counters guide is the other side of that argument.
Jhin
Curtain Call [R]Curtain Call [R] gives Jhin four shots at extreme range that stop on the first champion they hit, and a lane full of people who can't recall is the ideal audience for it. Deadly Flourish [W] reaches 3000 units and roots anyone an ally has recently damaged, which in a permanent five versus five is most of the enemy team most of the time. Captive Audience [E] leaves invisible lotus traps in a corridor everyone has to walk down, and Whisper [Passive] makes his fourth bullet a guaranteed critical strike with bonus damage based on how hurt the target already is. The one ARAM specific tell is that his reload happens whether you like it or not, so pick your moment to walk forward. He also pairs beautifully with the champion at the top of this page, which we wrote up years ago as Jhin and Xerath long range strikes.
Melee champions the map actually rewards
Getting a melee champion off the cards feels like a loss and mostly isn't. The map hands them 15 bonus magic resistance and extra damage to siege minions specifically because it knows what they're walking into.
Sett
Haymaker [W]Sett turns the thing that makes ARAM miserable into his own damage. Haymaker [W] stores the damage he takes as Grit and then spends all of it at once for a shield and a punch that deals true damage down the middle, so five champions poking him from range are quite literally loading the gun. Facebreaker [E] drags in everyone standing on both sides of him and stuns them if they were on opposite sides, which on a single bridge is a formation the enemy team keeps accidentally making. Knuckle Down [Q] adds damage based on the target's maximum health, and Pit Grit [Passive] regenerates more health the lower he gets. The Show Stopper [R] finishes it by carrying somebody backwards into their own friends. Our support Sett guide covers the same brawling pattern with a partner.
Amumu
Curse of the Sad Mummy [R]Curse of the Sad Mummy [R] stuns everyone standing near him, and in a mode where the whole enemy team is stacked in one corridor behind one wave, it lands on all five more often than it has any right to. Getting there is the fun part: Bandage Toss [Q] stocks up to two charges, so he can throw one, get stunned or blocked, and still have a second one waiting, and each hit stuns for a second while pulling him in. Despair [W] burns a percentage of maximum health from everyone nearby, which is how he punishes the tanks who thought they were safe, and Cursed Touch [Passive] makes every point of magic damage his team deals hit harder against whoever he's been hitting. Tantrum [E] comes off cooldown faster every time somebody hits him, and they're always hitting him. Play him with a mage and watch the damage numbers change.
Champions who win a fight that never ends
There's no going home to heal. The map cuts outgoing healing in half, and it deliberately leaves self healing alone, which quietly decides who lasts.
Vladimir
Transfusion [Q]Here's the detail that makes Vladimir quietly excellent on these maps: the aura that halves healing only applies to healing you give somebody else. Self healing is untouched. So a support pressing heals is working at half strength all game while Transfusion [Q] pays Vladimir back in full every time it lands, and it lands harder when his own resource bar is full. Sanguine Pool [W] makes him untargetable for two seconds, which is the cleanest answer in the mode to a sniping ultimate that's already in the air. Tides of Blood [E] costs health he's about to get back anyway, and Crimson Pact [Passive] turns bonus health into ability power and ability power into bonus health, so the tanky build and the damage build are the same build. Hemoplague [R] amplifies everything landing on the group and then heals him for each champion it caught. Our support Vladimir build leans on the same self sufficiency.
Swain
Demonic Ascension [R]Demonic Ascension [R] lasts indefinitely for as long as Swain keeps draining enemy champions, and the mode's entire premise is that there are always enemy champions in front of you. On the Rift the form times out because everyone scatters. On a bridge, it doesn't. Ravenous Flock [Passive] collects Soul Fragments that heal him and permanently raise his maximum health, and since those are heals on himself the map's halving rule leaves them alone. Nevermove [E] throws out a wave that roots on the way back and then lets him drag everyone it caught towards him, which is the setup that turns a slow poke war into a fight he's already winning. Death's Hand [Q] gets stronger the more bolts hit the same target, so a packed corridor does the aiming for you. We built the lane version of it in our Swain support strategy guide.
Related reading
If you want the version of the mode with run altering bonus effects layered on top, our ARAM Mayhem combos list covers that queue separately, and it's a genuinely different game. When URF comes back around, the same instinct picks a different set of champions, and our most fun URF champions list is where we wrote that one down. For the champions people find hardest to enjoy playing against anywhere in League, we keep a list of the most annoying champions in LoL. For pairs rather than solo picks, the weird bot lane duos list is the one people keep sending each other. And our original 2012 ARAM guide is still up as a time capsule from when the mode was an agreement between ten players rather than a queue button.
ARAM questions people actually ask
Who are the best ARAM champions to play?
Nobody gets to choose, which is the whole joke, so the useful version of the question is which champions you should keep when the cards offer you one. Take the ones who don't need to go home: artillery mages, anything with a map wide ultimate, self healing brawlers. Leave the ones whose kit assumes a jungle, a side lane or a shopping trip halfway through.
What's the funniest champion in ARAM?
Anivia, and it isn't close. Crystallize [W] is the only ability in the game that can singlehandedly lose a fight for either team depending on where you put it, and there's precisely one lane to put it in. Karthus is the runner up, purely for how often the kill notification arrives after his own death notification.
Are champions balanced differently in ARAM?
Yes. Riot applies mode specific adjustments that tune individual champions' damage dealt and damage taken, separately from how they're balanced on Summoner's Rift. Those numbers move around patch to patch, so treat any specific figure you read as a snapshot rather than a rule, this page included.
Can you still reroll in ARAM?
No. Rerolls and reroll credits were retired in 2025 and replaced with champion cards. You're shown two champions from your pool, occasionally three, you click the one you want, and everything nobody picked drops into a shared bench that your team can swap from. It's more choice than rerolls ever gave you, but the old dice icon is gone for good. We covered rerolls back when they first hit the PBE in 2013.
What's a good ARAM champion for a beginner?
Sona, Lux or Ziggs. All three do their job from behind the wave, all three have an ability that's forgiving to aim, and none of them punish you for not knowing a matchup you were never going to get to choose. Skip Anivia until you're confident about which side of the wall you want your own team on.
Do healers still work in ARAM?
They work, at half strength. The map reduces all outgoing healing by 50%, which is why the enchanter who felt unkillable on the Rift feels ordinary here. The exemption matters more than the rule: healing you put on yourself isn't reduced at all, so champions who drain, siphon or transfuse keep every point of it.
Is ARAM Mayhem the same thing as ARAM?
No, it's a separate queue. Mayhem is the version where you pick run altering bonus effects on top of your champion's own kit, and the balance in it turns over quickly. Regular ARAM is still exactly what it always was, minus the rerolls.
The original 2015 list
Everything below is the list this page started as, in September 2015, and it's kept word for word. Four things it leans on have since changed. Rerolls no longer exist, so trading a champion away works differently now. Poppy was rebuilt from the ground up in December 2015, three months after this went up, and Galio followed in March 2017, so both entries describe champions who no longer play anything like that. Frozen Mallet and Relic Shield aren't purchasable, which retires the Poppy build. Cooldown reduction stopped being a stat in November 2020 and became ability haste, so the Ashe and Sona numbers are in an old currency. Read it as a snapshot of what the mode felt like a decade ago, because most of the reasons still hold even where the details don't.
Top 10 Most Fun ARAM Champions, as written in 2015
Nidalee
Javelin Toss [Q]Who doesn't love playing Nidalee? Not the four people instantly trying to trade you that's for sure! With her insanely fun low cooldown spears, personal heal, and insane survivability, it's no wonder that Nidalee is always beloved on the abyss.
Ashe
Volley [W]With a base CD on volley of 4 seconds at max level and a CD of 2.4 seconds with 40% CDR, Ashe is absolutely hilarious on ARAM. Constantly spitting out volleys half the map width quickly becomes absurd, providing she has enough mana to sustain it.
We spent a whole post on this one back in 2013: CDR Ashe in ARAM.
Maokai
Sapling Toss [E]There are few things more satisfying than watching someone try and run from a sure-kill sapling, hoping one of their teammates will be kind enough to block it for them. However, with a 25% AP ratio plus 5% of his bonus health on his Sapling toss, it's hard to find any soul brave enough to take one for the team.
Galio
Shield of Durand [W]Most players opt for picking long range AP poke champions. As a champion that naturally builds massive amounts of magic resist, Galio quickly becomes an unstoppable threat. This combined with his two super short cooldown nukes makes him extremely fun as a tanky poke champion.
Sona
Power Chord [Passive]At the risk of wrist injury, 40% CDR Sona is possibly one of the most annoying things on the abyss. Against any poke composition, Sona is essentially an auto-win. Once she hits late game, she can instantly heal anyone from 10% to full in a few short lived rotations. Her Q also chunks insanely hard with AP, and is definitely extremely satisfying to one-shot someone with her powerchord.
Poppy
Heroic Charge [E]Breaking the trend of long range poke champions is one of the only melee champions I actually enjoy getting. The first time I picked her up, I thought to myself ugh...maybe I should refund her on my smurf so I don't get her in ARAM. However, after playing her a few times with a relic shield start, I've realized that she's actually insanely fun in ARAM as she can easily dive enemy champions whenever she pleases for all-in damage. Triforce + Blade of the Ruined King + Frozen Mallet for some fun.
Caitlyn
Yordle Snap Trap [W]A lot of people enjoy playing Caitlyn as a standard AD carry on the map, since her long range and zone control work well in 5v5 situations. She also very rarely runs out of mana on the map, allowing her to pull off lots of fun E -> Q combos. However, I've recently discovered how much fun she is as an AP champion as well...her traps and escape actually deal a very hefty amount of damage. Try it out ;)
Kog'Maw
Living Artillery [R]This guy you probably expected to be at the top 3 of the list. With his super long range ultimate, his sniping power is absolutely amazing. This combined with the fact that he has a massive AOE slow makes him very easy and satisfying to play.
Lux
Final Spark [R]Where Kog'Maw was expected to be near the top of the list, this gal you probably expected to be at the top two, if not the top one of the list. With the heightened mana regen on the map, Lux can easily spam her skills on huge clusters of champions, allowing her to pull off tons of high damage combos over and over again.
Ziggs
Mega Inferno Bomb [R]I could say he's kinda boring and that everyone knows he's good, but the fact is he's still pretty fun. Of course if I got him I wouldn't reroll him, but I wouldn't be too upset to swap with someone for let's say...a Caitlyn...
That's twenty picks: ten for the mode as it plays now, and ten from a decade ago that mostly still hold up. Got a favourite that didn't make it? The comments are open, same as they were in 2015.







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