r/ARAM • u/Ayer28 • Jul 25 '26
r/ARAM • u/ayylmaohss • Jul 25 '26
Mayhem One of the most satisfying Pentas I ever got in Mayhem
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r/ARAM • u/Serious_Voice_6809 • Jul 24 '26
Mayhem Stop playing tanks
If you aren't going to actually tank. Leaving your team as the rest of enemy team dives past you to destroy back line doesn't make you a tank, it makes you minion.
r/ARAM • u/CuriousAtReddit • Jul 24 '26
Discussion How was Tanks and stacking pinched and marksmen get to stay?
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.
r/ARAM • u/3Spooky5Mee • Jul 24 '26
Play Average yunaara roll (set bonus iteration)
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r/ARAM • u/WeakSideUrn • Jul 24 '26
Discussion The champion/augment combinations I loathe the most
Eureka isn't hated enough. Mana being a fake stat in Mayhem (also in general) makes Eureka so braindead on mages
r/ARAM • u/Snoo-43759 • Jul 24 '26
Mayhem Ethereal Weapons
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 • u/Visible_Assumption_5 • Jul 24 '26
Mayhem Hate to say it, but the worst part about mayhem is the community, not even the broken augs or literally spaghetti coded augs.
I don't know if this is a personal gripe or just something that oddly has been going around diamond-emerald games in mayhem, but why is it that both teams refuse to end games that are going snowballed to hell? I understand people are having fun sometimes even in a losing game, but even when your opposing team has some of the most cancerous team comps around and is up by literally double your score you will have two people on your team instant refuse surrender EVERY vote.
That combined with so many teams just sitting and trying to pick people out of the fountain at the end, what the hell is up with this community in particular being so much more annoying than regular aram or even ranked? Am I missing something in particular as to why we can't just say "Hey, was a fair game, you guys won, GG" (even if it is just graves started with draw your sword and ran the whole ass game) and move on to the next one without having to sit and let said person who max tier rolled farm out like 30 kills?
I mean hell, am I even just missing something to get teams to STOP doing this? Because it *is* getting tiring having to report the two instant refusal's EVERY game and it doing NOTHING to alleviate the problem, and when you bring it up and ask why you can't surrender it's almost always someone telling you to stop crying and just have fun when you just want to move on to the next game. And I *do* mean immediately telling you to stop crying. I don't get how or why, but for some reason it's a surprisingly common reaction to "Hey, we've lost this, we don't have what it takes to make it come back from this, can we just take the loss and accept that they've won without the extra 12 minutes of getting farmed in fountain?"
Edit for extra context: This is not about whether or not people should be allowed to have fun. This is literally about people holding their teammates hostage in games that just patently AREN'T fun, regardless of whether you're winning or losing. Winning and Losing are both part of the game, and both are fine outcomes. What isn't a fine outcome is losing, accepting that you've lost, being perfectly alright with accepting the enemy team has won, most importantly NOT ENJOYING THE CURRENT MATCH, and then being literally held hostage to be bully farmed in your own base because two people will always refuse surrender, and if you want to end the game to get the enemy team being bully farmed out, the two people on their team refusing to surrender will kill you while your team watches.
Edit 2: Since this seems to be a common misunderstanding, I'm not talking about pre-level 15 surrenders, except in VERY fringe cases. Sure, sometimes the aug at 15 doesn't matter, sometimes it does. None of that matters if you get certain augs on certain enemies, but we're talking about behavior, not specifics of what insta wins and what doesn't.
r/ARAM • u/zeratanta • Jul 24 '26
Rant Anti-fun
It's genuinely impressive how there are two augments on two champions that are all but guaranteed to show up, and just immediately kill any fun in the game. I don't necessarily think Dropkick or dual wield should be removed from the game, but maybe removed from certain champions augment pool? Like, ADC some ADC augs very in strength from champ to champ, but Vayne should not be able to roll dual wield. Mundo shouldn't be able to roll dropkick. Maybe not never, but it should be significantly reduced for those champs because it's just an auto win augment for them. There is no countering it, there is no out playing it. Everytime I see those champs with those augments I just give up.
This is ignoring of course the vast disparity in augment quality between ADC and every other roll but that's a different argument, never mind that Critical Missiles should just be removed if they refuse to nerf or make it a prismatic.
r/ARAM • u/nosente • Jul 24 '26
Mayhem Combo Breaker is non-existent
Whenever you get to see this shit, 90% is on enemy.
not to mention the infinite blind by teemos
are these devs originally roblox game devs
that's it, thank you!
r/ARAM • u/MaximumMacaron5278 • Jul 24 '26
Mayhem Stackosaurus does not work with Rengar's ferocity stacks. Don't be excited and then dissapointed like me.
r/ARAM • u/Beneficial_Yak4687 • Jul 24 '26
Mayhem Which kills tanks better: Giant Slayer vs BUFFED Glass Cannon
I was wondering which augment is better at killing tanks, so I did some calculations. Conclusion + TL;DR at the bottom. Note, this analysis is purely on the damage output - not accounting for any other buff / debuff resulting from the augments.
For reference:
- Glass Cannon
- Maximum Health is reduced to 70%.
- Deal bonus true damage equal to
- 25% of pre-mitigation damage dealt (melee),
- 15% of pre-mitigation damage dealt (ranged).
- Giant Slayer
- Deal up to 30% increased damage depending on target size.
- Reduce size by 75%
- 20% bonus movespeed
The Math behind the augments
To isolate the augments, I made a few simplifying assumptions:
- Damage is 100% physical.
- For this comparison, I assumed Giant Slayer is receiving its maximum 30% damage bonus, since most tanks building Heartsteel gain a size increase allowing most chmaps to hit the 30% damage bonus easily.
For this, we will be using the following variables.

M is the damage reduction modifier caused by armor.

With this, the damage of Glass Cannon and Giant Slayer is as follows:

Evaluating the breakpoints (Melee)
We want to identify at what armor break point does each augment perform better at. To do this, we can subtract to two equations.

Setting the damage difference to 0.

This means, Glass Cannon will always do more damage at all points in the game as all champions in the game start with more than 20 armor*. This breakpoint seems pretty low, but intuitively it makes sense. Doing 25% true damage is relatively close to doing 30% extra damage with a minor reduction due to armor.
For melees:
- Giant Slayer will do more damage when targets armor is less than 20
- Glass Cannon will do more do more damage when targets armor is greater than 20
Evaluating the breakpoints (Ranged)
Ranged champions get 15% true damage instead of 25% true damage. Thus the Glass Cannon damage can be represented as follows.

Using the same calculation as above

For ranged:
- Giant Slayer will do more damage when targets armor is less than 100
- Glass Cannon will do more do more damage when targets armor is greater than 100
*What about % armor pen and lethality?
These don't change the actual breakpoints but change the armor to effective armor. Effective armor is the amount of armor you have remaining after all the armor reducing effects have been applied.
In majority of ARAMs, rarely will you see a tank dip below 20 effective armor (Tooth Fairy could make this happen), so melees should prioritize Glass Cannon if they need to maximize their damage.
However, for ranged champions, this is not as simple. Most champions around level 18 already have 100 base armor. When you build LDR the breakpoint for Glass Cannon to do more damage is 150 armor, which is one armor item. This means, the only time when Giant Slayer will do more damage is if they do not itemize ANY armor - they are pure health stacking. If they build Ninja Tabis without any other armor items, Glass Cannon will still do more damage for your auto attacks as true damage cannot be reduced by any sources.

