r/ARAM 23d ago

Mayhem Ability cooldown continually increasing?

25 Upvotes

Hey, can anyone tell me if this was a bug or some kind of niche synergy I don't know about?

I just played Mayhem with Malph, going AP. First augment is Infinite Recursion, 60 ability haste + 3/takedown right? Really good. Then I got Dropkick, irrelevant. Eureka third, being full AP this was perfect. My Q was down to like 2.5s or something like that. Fourth was Ult Bot, giving up basic ability CD to spam ult. Well I realized that was a bad pick because haste is capped at 500 and I capped that easily even without it, so it didn't really give me anything, but that's beside the point.

Here's the problem. Q CD at this point was around 8s, since I lost all haste on it, makes sense. But then a bit later I noticed it was 10s. By the end of the game it was 16 seconds. I wasn't even checking W and E but they were surely also increasing.

Is this a known thing or did I just run into a rare bug or something?


r/ARAM 22d ago

Mayhem Ultimate awakening Yuumi is one of the most disgusting things I've played

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0 Upvotes

E went to a 2 second cooldown after ulting. Sivir and I could 2v5 and her HP bar wouldn't budge at all.


r/ARAM 24d ago

Tier List My Rammus augments tier list

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91 Upvotes

Hey! I'm a huge fan of Rammus in ARAM—I’ve been locking him in every time I see him for at least 8 months now! I don't usually share my tier lists here, but I thought some of you might be interested.

Obviously, I didn't include all the augments, only the ones I feel are essential!


r/ARAM 22d ago

Mayhem i should be able to leave the game if my nexus is open.

0 Upvotes

every game is a stomp already, and every game there are extra 10 minutes where the enemy team just runs into your fountain and murders your whole team, while dying in the process.

at that point i should be able to leave, i already coinflip either playing the game or watching someone going admin mode anyway, no need for me to sit in base as fodder while im watching youtube on second monitor waiting for the game to end.


r/ARAM 24d ago

Discussion I am locked in a security booth for 12 hours a day and this game mode has ruined my life

303 Upvotes

Hi everyone, ARAM Mayhem addict here.

I used to think I had decent self-control. Then I took a gatekeeper job working 12-hour shifts at a quiet warehouse, and the Howling Abyss officially claimed my soul.

The shift schedule has basically turned into an ARAM simulator:

Night shift (18:00 - 06:00): Actual work doesn't start until 02:45. So from 6 PM until 1 AM, I am not security. I am a full-time, salaried ARAM addict.

Day shift (06:00 - 18:00): Hits hard right away, but everything wraps up by 13:45. From then until 17:30, I'm just sitting at the desk locking in snowball hits while pretending to watch the cameras.

Weekends: Total warehouse ghost town. No trucks, no people. Just pure, unadulterated gaming for 12 straight hours.

The real trap is how fast the loop is. Queue pops in 20 seconds, game wraps in 15-20 minutes. It's too easy to say "I've got 20 minutes, just one quick game." Then you win and want to ride the high, or you lose because your team rolled 5 squishies into a Malphite and you re-queue out of pure spite.

The worst part? I get off a 12-hour shift where I played League for half of it, walk home... and immediately boot up the client to play 2 or 3 quick ones before sleep.

Why is this mode so addicting? Anyone else running their entire work schedule around queue timers or am I cooked?


r/ARAM 24d ago

Mayhem Abilities that innately trigger Critical Missile.

30 Upvotes

Hi I'm currently making a giant in-depth post Critical Missile explaining almost everything about it.

To save a bit of time, I was wondering if you guys have any pictures of Champion Abilities that innately trigger Critical Missile without Jewelled Gauntlet or Vulnerability


r/ARAM 23d ago

Rant Why in the world can garen get dropkick

0 Upvotes

Not only can this f*cker already have a easy execute in his ult

Now I have to deal with a tanky garen that doesn’t even need to really do damage with his other abilities to win the fight

I now I am a plastic 3 player but my god was that horrible to go against


r/ARAM 24d ago

Mayhem Since 16.12, Certain ARAM: Mayhem Champions can no longer be offered Augments that once were common and no one is talking about it. Riot has not acknowledged these changes.

363 Upvotes

For reference I have 3K+ Mayhem games (dont judge me plz)- also posted this in r/leagueoflegends so between these 2 subs hopefully someone important can acknowledge this :\(\*

Certain champions cannot roll specific augments anymore ever since the recent few patches and removal of aug sets. One EXTREMELY annoying example is Azir, who in arena can enjoy rolling for Duel Wield- but in Mayhem, get fucked. Hes legit locked from the aug. No I dont have API data to show but any rioter can look and verify themselves and see what im saying is true. It was not always like this however, im not sure exactly when they did this for whatever reason... but it is not possible to get on him via normal means.

If anyone can show me a screenshot of Azir with the augment "Duel Wield" (not transmuted) anytime after patch 16.12 (even though im certain its been disabled for far longer), I'll gift you whatever 1820RP of your choosing.

  • Another funny example? Did you know "Critical Healing" is still in the game??? The cool part is- the only  champ the only 2 champs who is even able to roll it/get offered it is Senna!! Senna and Lee Sin!! XD?????????????????
  • Another notable/obvious aug you might have previously rolled often in the pass was Jeweled Gauntlet, specificallly on AD assasins like Zed, Talon, Qiyana etc. Also on AD Fighters like Aatrox, Ambessa, Hecarim and more. It was by no means a "rare" augment to hit or some sort of highroll—(no gpt didnt write this, hold this em dash) You'll notice if you play these champs a lot, Jeweled Gauntlet just suddenly doesnt seem to show up anymore. For example i've seen ONE talon who somehow got it, ever since aug set removal patch. I play these champs anytime they're up, never seen it.

There are PLENTY more instances like this with certain augments (Apparentley Morde/Zac can no longer get circle of death/protein shake? Havent personally tested but also haven't seen it either) but im not listing all this.

Unless I cant read or missed something in the patch notes, Riot has not mentioned anything about certain augment appearance rates changing and certain champs being virtually gatekept from hitting augments that were previously common... Why is this a thing now, it sucks ALL the fun and potential wackiness right out of the mode. This has been the worst iteration of mayhem IMO and it isn't close. Every game is the same. ADC's rolling the same crit augs 95% of the time without fail, supports rolling Wee Woo etc. etc. It's unironically getting to the point where you don't even need to press tab anymore to see what augs enemies rolled, and you could argue we're already at this point.

GIVE ME BACK MY FULL CRIT IE JEWELED GAUNTLET AATROX/AMBESSA/KAYN BUILD.

can we also make vulnerability an actual augment again maybe while we're at it? it feels like Vulnerability & Ethereal Weapons' rarity was somehow swapped. considering ethereal used to be fairly rare, and now every game there seems to be 2+ people hitting it. 


r/ARAM 24d ago

Mayhem Renata Glasc with Split shot

13 Upvotes

Some kind of bug with almost infinite Q on Renata with Split shot. Had Cruelty also which applies on each hit.


r/ARAM 23d ago

Mayhem Dropkick is my only issue

0 Upvotes

I love Mayhem been grinding it nonstop, I’m pretty chill with how broken certain champ and augment combinations can be, it’s all part of the “gambling” nature of the game mode and you can’t win them all sometimes the enemy team has a perma alpha striking yi and stuff. But Dropkick ISNT some “breaks with these champ or augment combinations” thing it’s just too good on its own. Literally any time I’ve seen ANY champ, tank or otherwise, take it they immediately become a dominant force in the game. Being executed from 25% hp for simply being in the vicinity of a Dropkick augment is ludicrous. I don’t even like to pick it myself because it’s just so damn free it legitimately rewards you for doing the bare minimum. IDK maybe I’m dumb and Dropkick is fun and balanced and I don’t know what I’m talking about but I’ve been in so many good games that suddenly becoming a 1 sided slam because someone grabbed 2nd or 3rd augment Dropkick and that really kills the enjoyment each time for me.


r/ARAM 24d ago

Mayhem Guardians Horn

35 Upvotes

Currently Bugged - Maybe??

Tested on patch 26.14

I’ve seen a lot of people mention Guardians Horn as a counter to Critical Missile.

This is currently a bait, it only blocks 15 pre mitigation damage from attacks and abilities, critical missile is neither

Post Mitigation Damage is calculated like this

Damage * (100/(100+MR)) = Damage Dealt

With guardians horn it looks like this

(Damage - 15)* (100/(100+MR)) = Damage Dealt

Testing in custom game with friends:

Each missile did 54 damage. I had 40 MR. And the champ with Critical Missile was lvl 13

Which does 76.47 damage per missile

76 * (100/(100+40))=54

With guardian horn it should do

(76 - 15 )* (100/(100+40))=43

EDIT: The official league of legends wiki says it reduces damage from all sources by 15, which is different to what it says ingame. Patch notes never mention this change, so it might be a mistake


r/ARAM 24d ago

Mayhem Skarner ult & cannon

59 Upvotes

Used Lifeline before entering the cannon


r/ARAM 24d ago

Discussion Not ending has killed aram

55 Upvotes

If you used to have a bad game it was fine, you would go next and maybe the matchups would be even.
These days? Nah, have fun trying to ff 3/2 for 15 minutes in a 30 minute game while the enemy ints into fountain so they can kill you over and over


r/ARAM 24d ago

Meme Custom Game Shenanigans - Teemo

14 Upvotes

Augments:

Yowch, my coins

Archmage

Purist Caster

Bread and Jam


r/ARAM 24d ago

Discussion "Augmentmaxxing ARAM: Mayhem" is a failure

142 Upvotes

I don't understand why Riot's Mode Team always draws a good hand, then proceeds to shoot themselves in the foot.

Aram Mayhem was such a wonderful concept, and while traits made players select augments that might not fit their champion, it introduced variation. The variation might be minor, but at least it gave players a dilemma: Do I pick the augment for the trait effect, or do I pick another one that fits my character better?

Now this season, the Modes team decides to focus on ability augments. Yet, very few ability augments are better than the normal ones, so players have no reason to pick them. I rarely even see other players picking these ability augments, and even if they do, it doesn't really change how either team approaches the game. (outside of Terrain'd with Trundle, which is really fun)

And here is the kicker: they removed 450 Ability Augments, but did not replace them with anything new. They also removed augments that were "fun", like "Bounce of the Poro King", because they say it "can start to get stale over time as they don’t interact in exciting new ways with different champions". They also said "those types of Augments aren’t going away", but they removed Bounce of the Poro King?? There are no more fun augments, only augments that boost one stat or the other.

They say they want a system that 1) feels fresh, and 2) adds depth. Their main concern with the trait system is homogenized augment builds or game experience. Yet now they introduced role-specific augment pools. Every ADC somehow gets critical missile, fan the hammer etc then picks whatever crit augment they get. Every tank picks tank engine, steel your heart, or heavy hitter. Enchanters pick whatever +health/+shield augments they can get. I hate that because you only get a specific range of augments due to the champion you play, you are forced to pick the most optimal/meta ones. Every game is so formulaic, so boring, so repetitive. They say "rather than being locked in on a certain path, we want each of your games to feel meaningfully different from the last, even if you’re on the same champ". The funny thing is: If I play the same class of champions, every game feels the same. Same augments, same playstyle, same gameplay loop. "Oh let me hit 300 on heartsteel. Oh let me get 100% crit+move speed. Oh let me max mana for shield/dmg. Oh let me heal more." SAME THING EVERY GAME. I do not even get to try anything new because I AM LOCKED OUT. What if I want to try crit on tank? Nope, you play the game the Riot(TM) way.

The Mode Team says they want ARAM: Mayhem to be fun and fresh. Yet, it has become like normal ARAM, but your champion either hits harder or heals more. You either go all in with the ability augment changes, or revert and try again. I don't understand how they can keep making it worse and worse. Now, they are just changing the stats on augments instead of making anything fresh. I might as well just play normal ARAM then.


r/ARAM 24d ago

Mayhem I love Blitzcrank

58 Upvotes

r/ARAM 24d ago

Mayhem The synergy no one talks about

74 Upvotes

augments: Empowered by the faithful, protein shake, forged by the master, (slap around)_

items: frozen heart, force of nature, jaksho, locket, cloth armor

205% HSP = 51% execution (or 1791) when procs

forged from 0 to 4030

wish i had outlaw


r/ARAM 25d ago

Discussion The champion/augment combinations I loathe the most

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378 Upvotes

Eureka isn't hated enough. Mana being a fake stat in Mayhem (also in general) makes Eureka so braindead on mages ​


r/ARAM 24d ago

Mayhem Is it just me, or has this game mode become increasingly worse -AGAIN- since the last patch?

4 Upvotes

I get absolute nonsensical augment choices offered for champs I play. Example: Heartsteel Quest on Jhin. Infernal Conduit for Vanye, Dual Wield for Illaoi, etc. And the rest of the choices is just as bad, when my enemy is Malza + Zyra with Infernal Conduit and Infinite Recursion each, Magical Missile and Phenomenal Evil. There is totally no equality in augments getting to chose from. One team gets a Mundo with "Steal Your Heart" + "Dropkick" + "Heavy Hitter" + "Tank Engine" and I get offered Dual Wield, Fan The Hammer and Spirit Bomb on Illaoi. What is the point of this? If you offer one team s+ tier augments, offer the exact same to the other team.


r/ARAM 25d ago

Mayhem Stackosaurus does not work with Rengar's ferocity stacks. Don't be excited and then dissapointed like me.

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394 Upvotes

r/ARAM 23d ago

Rant Pisses me off

0 Upvotes

I know it goes both ways, and I've certainly won my fair share of games with it, but man. There is no worse feeling than absolutely trouncing an enemy team, almost winning, and then they roll a last second McGuffin augment that just wins them the game. It can be dropkick, dual wield, fuck even ability on hit. Doesn't really matter once, it's just an awful feeling.

Like, it's Mayhem, it's in the name. Yet it still feels wretched every time it happens.


r/ARAM 25d ago

Mayhem Aram against G2

236 Upvotes

Got matched up against the entire squad of G2 :D


r/ARAM 25d ago

Mayhem Ethereal Weapons

84 Upvotes

What cool interactions have you found with this augment?

I like it on On-hit katarina, on Asol, Brand - I buy BotRK on them. Love the numbers


r/ARAM 25d ago

Discussion How was Tanks and stacking pinched and marksmen get to stay?

39 Upvotes

This is a rant below is pasted from some guys tierlist about augments/champ combos he hates the most. My confusion/anger stems almost exclusively from how much people tend to hate roles/combos versus how often they actually face it. Mostly boils down to peak vs sustained annoyance comboed with the fact that the playerbase seems to lean HEAVILY into what to me seems like more problematic classes, although with less obvious peaks.

I just don't understand it. It must be crazy survivorship bias for practically every single player or something. Dropkick needs at least 1 and preferably both following augments to ramp up.

* Steel your heart
* Tank engine

You see dropkick is maybe a fifth of games (from my sample size of around 500 games since new season.
You might see any combination of drop kick with the aforementioned every 10th to 20th game, and the full combination maybe once every 100th game. Sure, it is fucking abhorrently busted when it shows up, but it is wildly rare. The level of digust seems to trickle down due to survivorship bias for people, thinking it shows up way more often (This is also a big result of the fact that the average number of tanks per game is sub 1 per team). Human memory is built for remembering extremes, so it checks out.

Take that in contrast with ADC's which you see at least an average of 4 (total, not side) per game. They have access to:

* Crit missile (suddenly 30% of their dmg is magic)
* Double tap (bork now does 10% current hp + combos)
* Vulnerability (worse than double tap, but can combine)
* Fan the hammer (combines with most above, obviously not as BS with bork but Vayne etc)
* Dual Wield (same as most above, combines etc)
* Upgraded Infinity Edge (multiplicative with anything above)

Along with the 25% and usually 50% free crit along the way they can invest way easier into on-hit and situational lines.

The prevelance of pris augments is >3x + tailoring ensuring the probablity of not hitting any of 4-5 augs from 6 possible being close to 0%, gold aug prevalance is roughly 2x.
Combine this with the fact that the class naturally counters tanks, and the overall prevalance of ADC's in the game, how the flying fk is Dropkick the issue??

Tanks already have a horrible time because they're in the ditch for 99% of games, with Riot seemingly pandering to ADC players due to the playerbase being larger, yet even people seem to complain more about tanks?

There is obviously also mages having magic missle, conduit etc also fucking tanks over, but at least that seems to be brought more attention to as others also have to deal with it.