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I have been playing ARAMs since it was played on Summoner's Rift with nothing more than the honor system to keep people from wandering into the jungle or pushing other lanes. I've probably played more ARAMs than any other game type. As a result I've gotten quite good at them. How good?



Good enough to go 53-22 in my first 75 games.







Good enough to regularly go on huge winning streaks.







Good enough to have 30 minute queue times during prime hours.







So pipe down and pay attention class. School is in session. But wait, you say, why in Phreak's name should we listen to you? I'll tell you why, but I'll be brief because there is murdering and whatnot to be done on bridges.I have been playing ARAMs since it was played on Summoner's Rift with nothing more than the honor system to keep people from wandering into the jungle or pushing other lanes. I've probably played more ARAMs than any other game type. As a result I've gotten quite good at them. How good?Good enough to go 53-22 in my first 75 games.Good enough to regularly go on huge winning streaks.Good enough to have 30 minute queue times during prime hours.So pipe down and pay attention class. School is in session.

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Ahri has decent poke, but can easily be outranged by many of the better ARAM champions. In matchups where you aren't reasonably going to be able to poke, maxing Fox-Fire (W) first gives better sustain as it functions as a single target spell for the purposes of Spell Vamp.



When sieging it's your job to try to catch priority targets with your Charm (E). Poking with Orb of Deception (Q) is good, but nothing is quite as good as an opponent mindlessly approaching your team for a second or two.



In a teamfight you need to remember that Ahri's damage is primarily AoE. If you're hitting just one target with Orb of Deception and Spirit Rush (R) it better be an extremely high priority target, because you're reducing your damage potential by 2/3rds.



Starting Items: Chalice + Boots + Potions or Hextech Revolver + Potions(w/ Mana Regen runes)

Priority Items: Athene's Unholy Grail, Will of the Ancients

Runes: Spell Vamp, MPen, or AP

Masteries: 21/9/0

Skill Order: QQE or WWE, R>Q>W>E or R>W>Q>E

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Akali can't effectively poke unless the opposing team is at a huge disadvantage. What she can do is heal up any damage she takes by using her Mark of Shadow (Q) on minions. As such, during siege phases she usually hides just out of poke range and waits for a fight to start.



Akali's Shroud (W) is incredibly good at scouting brush. However, be aware of the numerous items which can reveal stealth. Hextech Sweeper, Grez' Spectral Lantern, and Lightbringer will all make your Shroud useless as a stealth tool.



When teamfighting focus on avoiding area of effect damage and bursting down high priority targets. Don't blindly use your Crescent Slash (E) and run yourself out of energy, or waste your Shadow Dance (R) charges. Whether you build for massive sustain or for burst, you don't want to be caught resourceless.



Starting Items: Hextech Revolver + Potions

Priority Items: Gunblade, Will of the Ancients or Deathfire Grasp

Runes: Spell Vamp, MPen, or AP

Masteries: 21/9/0

Skill Order: QQW, R>Q>W>E or R>Q>E>W

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Alistar is the single best sustain ARAM champion in the game, and should be played accordingly. Your role is primarily to sit in the middle of your team and spam your Triumphant Roar (E). While its AP ratio is atrocious, its base healing is significant. At maximum Cooldown Reduction you'll be able to cast it 5-6 times every creep wave, resulting in over 500 healing per wave for all your nearby allies. Max this ability first and be amazed.



Pulverize (Q) and Headbutt (W) are obviously good skills for controlling opponents, and Unbreakable Will (R) makes you an amazing initiator and tower diver, but remember that your death deprives your team of your stream of healing, so choose your engagements wisely.



Starting Items: Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Ionian Boots of Lucidity

Runes: Armor, Magic Resistance, Movement Speed

Masteries: 9/21/0

Skill Order: QWE, R>E>Q>W

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Amumu is an incredibly powerful initiator with Curse of the Sad Mummy (R), and does very significant sustained damage to bruisers thanks to Despair (W). Because this is ARAM and he naturally gains significant farm, he can serve both as a pure tank and as a tanky AP as well. Be mindful of your team's needs before you commit to one or the other.



Be careful when using Bandage Toss (Q). It's very easy to end up in bad situations when you drag yourself to your opponents. Make sure to keep Despair running and spam Tantrum (E) during teamfights, but watch your mana. It's important to keep controlling targets with Bandage Toss throughout the fight.



Because Curse of the Sad Mummy has an incredibly long cooldown, but is also critical to your usefulness, maxing Cooldown Reduction is extremely important. Thankfully whether you're tanky or tanky AP there are plenty of itemization options to help you cap.



Starting Items: Emblem of Valor + Boots + Potions or Chalice + Boots + Potions

Priority Items: Locket or Athene's Unholy Grail, Deathfire Grasp

Runes: Armor, Magic Resistance, Movement Speed or MPen, AP

Masteries: 9/21/0

Skill Order: QQE, R>Q>E>W or R>Q>W>E

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Anivia's powerful zoning and creep clear are no less potent in ARAMs. Her Crystallize (W) is extremely valuable for catching opponents and scouting brush. While Flash Frost (Q) is typically a Hail Mary, with so many allies throwing their own skill shots and crowd control around it can get lost in the chaos and make for some nice plays.



Frostbite (E) is still your bread and butter damage spell. In most matches you won't get to use it save for fights, but occasionally some silly sod will get out of position and give you an opportunity. Otherwise, wait for initiation and then bog everything down with your Glacial Storm (R). When you're not in a fight, just clear waves and manage your mana. The latter part of this is harder than it sounds, as maintaining Glacial Storm for any significant period is extremely mana intensive.



Starting Items: Catalyst + Potions or Chalice + Boots + Potions

Priority Items: Rod of Ages, Rabadon's Deathcap

Runes: Mana Regen, MPen, or AP

Masteries: 21/9/0 or 9/21/0

Skill Order: QWE, R>E>Q>W or R>Q>E>W

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What Annie lacks in range she makes up for in pure multi-target burst. Unless your opponents are lacking in range you won't be able to safely trade with them, but your ability to follow up someone else's initiation is huge. If it looks like your opponents are about to swarm on top of someone, run in and stun them all with Incinerate (W). Stunning isolated targets with Disintegrate (Q) is fine. Always keep your stun prepared, using Molten Shield (E) as necessary to build charges.



Tibbers (R) is ridiculously powerful in a teamfight, and is a large part of what makes Annie so awesome. Building lots of Cooldown Reduction means more Tibbers, more stuns, and more damage. Show everyone your bear Tibbers as often as possible.



Annie is one of the few champions for whom Flash is a must in ARAMs.



Starting Items: Chalice + Boots + Potions or Catalyst + Potions

Priority Items: Athene's Unholy Grail, Rod of Ages

Runes: Movement Speed, MPen, AP

Masteries: 21/9/0 or 9/0/21

Skill Order: QQW or WWQ, R>Q>W>E or R>W>Q>E

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The power of Enchanted Crystal Arrow (R) is incredible when you have a single lane to aim down, and multiple people to hit. As an initiation or a follow up, this ability is extremely strong. Combined with poke through Volley (W), brush scouting through Hawkshot (E), free slows from Frost Shot (Q), and innately high auto-attack range, Ashe is particularly well suited to ARAMs.



In the early game you should be focused on poking through Volley. Volley is extremely hard to dodge, and it's easy to hit numerous opponents unless they cling to the creep wave. For this reason many Ashes start with some form of mana regen such as Tear. That can be fine, but before you go down that route double check your team composition to make sure it won't be hurting for damage later.



Whenever your team's ultimates are up, look for an opportunity to initiate. Otherwise, hang back and don't get initiated upon.



Starting Items: Vampiric Scepter + Boots + Potion or Tear + Boots + Potions

Priority Items: Statikk Shiv, Infinity Edge

Runes: Life Steal, AD, or APen

Masteries: 21/9/0

Skill Order: WWQ, R>W>Q>E

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Blitzcrank's ability to suddenly isolate an opponent with Rocket Grab (Q), is frightening enough, but with the innate farm gained in an ARAM he can easily become a tanky monstrosity. The power of his passive, Mana Barrier, means that items like Iceborn Gauntlet and Seraph's Embrace are incredibly powerful on him. Built with a focus on mana and tankiness, he quickly becomes able to simply waltz into your team and grab whomever he pleases.



Basic Blitzcrank skills are still necessary. Overdrive (W) gives you the movement speed necessary to maneuver into favorable hook positions or fake outs. Power Fist (E) serves both to follow up and setup a good hook. Static Field (R) gives additional burst, but be remember to hold onto it when there's an enemy target who abhors being interrupted by a quick silence.



Starting Items: Tear + Boots + Potions

Priority Items: Frozen Heart, Banshee's Veil, Archangel's Staff, Frozen Fist, Manamune

Runes: Movement Speed, Armor, Magic Resistance

Masteries: 9/21/0

Skill Order: QWE, R>Q>W>E

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Brand has a potent combination of wave clear, crowd control, and poke. Though his Pyroclasm (R) is normally unwieldy, ARAMs frequently present opportunities to use it effectively due to the close quarters of the Murder Bridge. However, Brand's poke is fairly dodgeable and can open him up to danger.



Early on Pillar of Flame (W) is your bread and butter poke, with Sear (Q) serving to stun anyone you've already burned. Conflagration (E) is good for setting up stuns on those who've dodged your Pillar. Because of the constant presence of minion waves, it's generally better to rank up E before Q, as Q is blocked by minions.



Your damage is primarily AoE, play accordingly. While poking single targets is fine, aim to maximize your damage spread in teamfights.



Starting Items: Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Rabadon's Deathcap, Void Staff

Runes: MPen, AP, Movement Speed

Masteries: 21/9/0

Skill Order: WWQ, R>W>E>Q

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Caityn's innately high range and Piltover Peacemaker (Q) allow her to poke the enemy team into submission early. It's essential you take advantage of this as the lack of a steroid still hurts even in ARAMs. Knowing when to itemize for scaling or immediate pressure is important whether you're playing Caitlyn or any other AD carry.



Yordle Snap Traps (W) are best placed on the Health Relics to guarantee your opponents pay the price for their greed. Thanks to 90 Caliber Net (E) Caitlyn is hard to pin down early, but as towers fall this becomes less and less significant. Ace in the Hole can be used as poke, but it's unreliable given that it can be blocked.



Starting Items: Vampiric Scepter + Boots + Potions or Brutalizer + Potion

Priority Items: Sanguine Blade or Infinty Edge, Phantom Dancer

Runes: APen, AD, Movement Speed

Masteries: 21/9/0

Skill Order: QQW, R>Q>E>W

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Cassiopeia often does poorly in ARAMs due to her relatively high skill cap. The necessity of being in fairly close range to maximize her potential is problematic for many players who aren't used to riding that delicate line on squishy champions. However, in the hands of a skilled practitioner she brings a lot to the table.



Noxious Blast (Q) has just enough range to be used effectively as a poking tool, and its low cooldown and mana cost can make Cassiopeia's pressure very significant. In cases of overwhelming poke on the opposing team, or if your team has a flip or hook, it may be better to focus on Twin Fang (E) in order to burn down single targets. In either case, you'll eventually be forced in close quarters and need to kite and chase almost as though you were an AD carry. Whiffing a Petrifying Gaze (R) is criminal, don't go for long shots with it.



Miasma (W) is effective for scouting brush and contesting Health Relics, especially if you can safely follow it up with Noxious Blast and Twin Fang.



Start Tear if you're prepared/awesome enough to maintain your passive stacks. Start Chalice if you're not.



Starting Items: Tear + Boots + Potions or Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Rabadon's Deathcap

Runes: MPen, Movement Speed, AP

Masteries: 21/9/0 or 9/21/0

Skill Order: QQE or EEQ, R>Q>E>W or R>E>Q>W

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Cho'Gath suffers in ARAMs due to the continuous presence of death. It's extremely difficult to maintain his Feast (R) stacks due to constant team fighting and lack of a way to heal up. He can, however, still be effect due to his crowd control and true damage.



Rupture (Q) is almost never maxed first in other maps, but doing so is almost always essential in ARAMs. None of his other abilities have enough range to be safely or consistently used as poke. If your team already has more than sufficient poke, focusing on Feral Scream (W) instead is advisable, as the 2.5 second silence can throw off opponents very easily. Vorpal Spikes (E) will not see much use unless the opposing team is completely lacking in poke.



Cho'Gath can be built either pure tank or tanky AP, depending on your team's needs. Either build needs substantial Cooldown Reduction for longer engagements and for getting what Feast stacks you can. When building tanky AP Rylai's is an essential item. Without it skilled opponents are liable to dance around your skill shots.



Starting Items: Chalice + Boots + Potions or Emblem of Valor + Boots + Potions

Priority Items: Athene's Unholy Grail, Spirit Visage, Locket of the Iron Solari, Rylai's Crystal Scepter

Runes: Movement Speed, Armor, Magic Resistance, MPen

Masteries: 9/21/0

Skill Order: QQW, R>Q>W>E

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Corki's short auto-attack and spell ranges limit his effectiveness during the early stages of an ARAM. He's reliant on his team to engage for him, allowing him to use Phosphorous Bomb (Q) to burst down opponents, or hold tight until he acquires Missile Barrage (R) for poking. Thankfully Corki has valkyrie (W) for escapes and chases, though the cooldown is substantial.



Corki has two potential builds, standard AD carry and AP Poke. The AP build is primarily focused on penetration, rushing Sorcerer's Shoes, Haunting Guise, and Void Staff. Otherwise, rush Trinity Force like a champion.



Staring Items: Vampiric Scepter + Boots + Potions or Tear + Boots + Potions

Priority Items: Trinity Force and Sanguine Blade or Haunting Guise and Void Staff

Runes: Movement Speed, APen, AD or MPen

Masteries: 21/9/0 or 9/21/0

Skill Order: QQW, R>Q>E>W

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Everyone is familiar with the deadly power of Darius' Noxian Guillotine (R), and it's just as deadly in ARAMs. Applying enough stacks of his passive to make it deal its ideal damage is tricky if you're the only bruiser or tank on your team. Getting more than one reset is difficult unless your team is well ahead, especially with how often Barrier is used in ARAMs.



Grabbing out of position opponents with Apprehend (E) is Darius' major strength throughout a match. However, the range is very short, meaning that Darius has no particular answer to a poke heavy opposition. Decimate and Crippling Strike are strong abilities but their short range means that a missed Apprehend leaves Darius entirely vulnerable to harass and poke.



Starting Items: Brutalizer + Potion or Emblem of Valor + Boots + Potions

Priority Items: Black Cleaver, Spirit Visage, Locket of the Iron Solari, Randuin's Omen

Runes: Movement Speed, APen, AD

Masteries: 9/21/0

Skill Order: QQE, R>Q>W>E

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Diana's combination of poke, defense, initiation, and damage makes her an extremely potent ARAM champion, but it's easy to get in over your head. The range on Crescent Strike (Q) is limited, especially if you try for tricky curve shots. Pale Cascade (W) won't provide much protection until you build some AP and rank it up.



As Diana you should focus on poking and keeping your opponents pressured until you hit 6. You can initiate with a Lunar Rush (R) and Moonfall (E) combo, but generally you want to follow up someone else's initiation when it exists. A lot of Diana's damage is AoE, so hitting multiple enemies is preferable, but focusing down squishy targets is also acceptable.



Starting Items: Doran's Ring x3 + Potions or Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Zhonya's Hourglass, Nashor's Tooth

Runes: MPen, AP, Movement Speed

Masteries: 21/9/0 or 9/21/0

Skill Order: QQE, R>Q>W>E

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Dr. Mundo is one of the best ARAM tanks. His combination of poke, durability, and dive potential gives him a very strong early game, but later in a match he can fall off due to his lack of hard crowd control.



It's absolutely imperative that you avoid throwing Infected Cleavers (Q) haphazardly. You'll very quickly deplete your health if you constantly miss, even if you don't take any poke in return. If you aren't confident in your ability to land Cleavers, throw them in such a way that if you miss you'll hit creeps. Be careful to turn off Burning Agony (W) when you aren't threatened by crowd control.



Sadism (R) can be used both for sustain and to help win team fights. Once you've acquired it feel free to act as a damage soak for the team. Masochism gives you the single target damage you need to threaten enemy squishies, so be sure to get your auto-attacks in when chasing opponents.



Starting Items: Emblem of Valor + Boots + Potions

Priority Items: Locket of the Iron Solari, Spirit Visage, Randuin's Omen

Runes: Health Regeneration, MPen, Armor, Magic Resistance

Masteries: 9/21/0

Skill Order: QQW, R>Q>E>W

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Draven has incredibly high damage due to his Spinning Axes (Q). Any time an opponent is caught you should use Blood Rush (W) to quickly close on the target and lay down your damage. Stand Aside (E) is great for contributing to the crowd control chain, or for helping your allies escape a pickle.



Draven lacks escapes, so hang on the outskirts of fights and pick off who you can. Save Whirling Death (R) for when the enemy is clustered together, or when someone is fleeing a skirmish with low health. As the game progresses be prepared to buy defensive items if the enemy team has considerable area damage or dive potential.



Starting Items: Vampiric Scepter + Boots + Potions or Brutalizer + Potion

Priority Items: Sanguine Blade, Phantom Dancer, Last Whisper

Runes: Life Steal, AD, APen

Masteries: 21/9/0

Skill Order: QQE, R>Q>E>W

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Elise is a fairly versatile ARAM champion. She has excellent zone control and poke with her Volatile Spiderling (Human Form W), which incidentally also provides sustain through her Skittering Frenzy (Spider Form W). Neurotoxin (Human Form Q) can also serve as poke, but only when the enemy is lacking in ranged threats. However, when you can rank up Q the combination of Neurotoxin and Venomous Bite (Spider Form Q) gives her considerable single target damage.



One of the greatest assets she brings to an ARAM is her Cocoon (Human Form E). The range is considerable, and the stun duration is long enough to allow allies to follow up with their own attacks easily. Save Rappel (Spider Form E) to get out of sticky situations or dodge skill shots.



Starting Items: Doran's Ring x3 + Potions or Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Haunting Guise, Zhonya's Hourglass

Runes: MPen, AP

Masteries: 9/21/0

Skill Order: WWE or QQE, R>W>Q>E or R>Q>W>E

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Evelynn is extremely tricky to play in ARAMs. The tight spaces of the Howling Abyss make it difficult to sneak around opponents. All of her primary damage sources, such as Hate Spike (Q) and Ravage (E) are essentially melee range, meaning she generally must wait for someone to move out of position or get initiated upon before she can join the fray. However, Agony's Embrace (R) gives her a lot of free tankiness when combined with resistances, and is substantial damage on healthy opponents. Just be sure to target clumps of enemies or high health opponents over those who already have one foot in the grave.



Save Dark Frenzy (W) for escaping slows whenever possible. If you're assured a kill or assist it's safe to use it to dive in, but many Evelynns get caught an killed running in and then having no speed boost to escape. Evelynn needs very little in the way of mana regen thanks to her passive, but health is still an issue early on.



Starting Items: Kage's Lucky Pick + Boots + Potions

Priority Items: Abyssal Scepter, Haunting Guise, Zhonya's Hourglass

Runes: MPen, AP, Movement Speed

Masteries: 9/21/0

Skill Order: QQW, R>Q>E>W

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The incredible safety and range of Mystic Shot (Q) makes Ezreal a very strong ARAM champion however you build him. He can be played AP, though it takes some time for him to reach critical mass that way, so most build him AD or bursty tanky unless there are no other viable AP options.



Like Corki, Ezreal's bursty tank build uses Manamune and Trinity/Iceborn Gauntlet as a core before focusing mostly on tank stats. Played well it's surprisingly effective, though you aren't all that tanky early on. For the AP build, it's essential to pick up an early Sheen and complete Lich Bane shortly after your first item, as Ezreal's AP burst is somewhat lacking before that point is reached. Whereas other builds can practically ignore Essence Flux (W), it's the bread and butter ability of AP Ezreal.



Be mindful of danger when Arcane Shift (E) is on cooldown. It's a really good escape tool, but only if it's available for escaping. Save Trueshot Barrage (R) for when enemies cluster or flee at low health. Avoid Hail Mary kill attempts unless you're sure of your aim.



Starting Items: Tear + Boots + Potions or Sheen + Potions or Vampiric Scepter + Boots + Potions

Priority Items: Manamune or Archangel's Staff or Blade of the Ruined King

Runes: Varies

Masteries: 21/9/0 or 9/21/0

Skill Order: QQE or QWE, R>Q>E>W or R>W>E>Q

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The power of Crowstorm (R) is insane on a map that forces enemies so close together. One good Crowstorm can win an ARAM, just be mindful of any enemies who can interrupt its channeling.



Fiddlesticks' teamfighting and poke make him a formidable opponent, and his self-sustain is considerable (if his allies let him). Do not underestimate the power of Dark Wind (E) to completely wreck opponents both through damage and the silence. Be careful when using it to poke, use minions as bridges to the opposition when you can. Combined with Terrify (Q) Fiddlesticks has a lot of crowd control for locking down overextended opponents or interrupted channeled abilities. Be careful when using Drain (W) as it makes you an immediate target for the enemy team's poke.



Fiddlesticks is one of the few ARAM champions for whom Flash is a necessity.



Starting Items: Doran's Ring *3 + Potions

Priority Items: Zhonya's Hourglass, Athene's Unholy Grail, Void Staff

Runes: MPen, AP, Movement Speed

Masteries: 21/9/0 or 9/21/0

Skill Order: EEQ, R>E>Q>W

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Fiora is one of the toughest champions to play in an ARAM, but when played correctly she can be a powerful force for her team. The hardest part about playing Fiora is patience. There is very, very little you can do to be of use before you hit level 6, meaning you will do almost nothing outside of hiding for the first minutes of the game. This is more than many players can handle, resulting in hasty decisions and ultimately death.



Until acquiring Blade Waltz (R) sit in the back and do not expose yourself to danger save to join fights already in progress. While you can do a lot of damage with Burst of Speed (E) and dive in fast with Lunge (Q), Fiora's lack of sticking power and clean escape abilities makes committing to fights an exercise in caution and courage.



Starting Items: Vampiric Scepter + Boots + Potions

Priority Items: Ravenous Hydra, Blade of the Ruined King, Last Whisper

Runes: APen, Life Steal, AD

Masteries: 21/9/0 or 9/21/0

Skill Order: QWE, R>W>E>Q

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Fizz is a tricky assassin to play in ARAMs. He brings very little to the table outside of damage before level 6, and isn't particularly safe as he applies it. The most Fizz can really do early on is juke skillshots with his Playful/Trickster (E).



Once level 6, Chum the Waters (R) presents a huge threat to any squishy champions who venture out too far. From this point on Fizz should be looking for opportunities to initiate, or at least be prepared to follow up another player's initiation. Find a high priority squishy target and combo Seastone Trident (W) with Urchin Strike (Q) to engage. If you're not familiar with Fizz timing Playful/Trickster to maximize safety and escape potential can be hard, as can aiming his ult. Relax and do your best.



Starting Items: Sheen + Potions or Doran's x3 + Potions

Priority Items: Lich Bane, Zhonya's Hourglass, Deathfire Grasp

Runes: MPen, AP, Movement Speed

Masteries: 21/9/0 or 9/21/0

Skill Order: QWE, R>W>E>Q

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Galio has very strong initiation with his Idol of Durand (R), but very often you'll end up against team compositions with many ways of interrupting it. Patience is critical in ult timing.



Resolute Smite (Q) is a strong harass ability and gives better sustained damage than Righteous Gust (E). However, the latter ability is easier to aim and harder to dodge, while providing great utility for initiation. Bulwark (W) is an incredibly powerful ability both for sustain and for protecting your squishies. If you're not being focused don't be selfish, use it on the player who is.



Galio should almost always be built tanky AP. AP combined with Bulwark gives him incredibly tankiness and damage, rather than just tankiness. Flash is also mandatory on Galio for obvious reasons.



Starting Items: Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Abyssal Scepter, Randuin's Omen

Runes: MPen, AP, Movement Speed

Masteries: 21/9/0 or 9/21/0

Skill Order: QQW or EEW, R>Q>W>E or R>E>W>Q

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Gangplank is a hard champion to play in ARAMs due to his short range, lack of gap closers, and gold dependency. Depending on the circumstances, there are two potent directions to take him.



The most common build is to focus on early Crit and Parrley (Q). Parrley crits hurt, and while it's a gamble it's one that can pay off. Remove Scurvy (W) is saved for escaping crowd control, but Raise Morale (E) should be used to boost your damage and movement speed before each harass attempt. Cannon Barrage (R) ends up being a space control ability and little more.



When faced with extremely heavy poke or unavoidable damage, Gangplank can also build AP. Maxing Remove Scurvy first gives him ridiculous healing, and Sheen gives Parrrley sufficient damage to make him at least somewhat threatening. Cannon Barrage becomes a much more dangerous ability with this build.



Starting Items: Avarice Blade + Boots + Potions or Sheen + Potions

Priority Items: Stattik Shiv or Lich Bane, Infinity Edge or Zhonya's Hourglass

Runes: APen, Crit, Life Steal, Movement Speed

Masteries: 21/9/0 or 9/21/0

Skill Order: QQW, R>Q>E>W or R>W>E>Q

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The power of Garen is the power to walk into the enemy team spinning with Judgment (E) and Courage (W), walking away with little health, and then coming back to do it again a minute later due to the overwhelming power of his passive healing. So long as Garen can reach the enemy team, or at least force them back, he can be a considerable force early on.



Be mindful that while Decisive Strike (Q) can seem necessary to reach opponents, it can be vital for escaping them due to its slow removal. Watch out for Barrier when looking for targets for Demacian Justice (R), as many players will barely get away thanks to that ubiquitous summoner spell.



Starting Items: Emblem of Valor + Boots + Potions or Brutalizer + Potion

Priority Items: Locket of the Iron Solari, Spirit Visage, Randuin's Omen, Black Cleaver, Last Whisper

Runes: APen, Movement Speed, AD

Masteries: 9/21/0

Skill Order: EEQ, R>E>Q>W

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Gragas' Barrel Roll (Q) is a very strong poke and zone control ability, giving him a lot of early game presence even if it isn't the easiest ability to land. The innate damage reduction from Drunken Rage can't be underestimated, and sometimes the AD gives him a critical advantage when slap fighting with another caster who has run out of mana. Body Slam (E) is excellent for both escapes and chases, just be mindful that it will stop if you collide with any enemy unit and plan accordingly.



What really makes Gragas frightening in ARAMs is his Explosive Cask (R). In terms of isolating opponents and splitting up teams there are few abilities which can compare. Body Slam into position and then throw this ability carefully. The difference between a hasty throw and a precise throw is enormous.



Starting Items: Doran's Ring x3 + Potions or Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Deathfire Grasp

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: QQW, R>Q>W>E

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There's not much Graves can do in the face of poke, but his innate tankiness relative to other AD carries makes him strong against teams with good divers. The power of a point blank Buckshot (Q) followed by throwing up a Smoke Screen (W) and kiting with Quickdraw (E) can't be overestimated. The potential for Collateral damage to decimate clumps of enemies or pick off runners is just icing on the cake. Still, Graves has to play patient against poke teams.



In really egregious cases Graves can serve as a pseudo-bruiser. Brutalizer + Blade of the Ruined King can provide a lot of damage and sustain when fighting a diving champion. Combining those with a Frozen Mallet gives Graves ridiculous kiting power.



Starting Items: Vampiric Scepter + Boots + Potions or Brutalizer + Potion

Priority Items: Sanguine Blade or Blade of the Ruined King, Infinity Edge or Frozen Mallet

Runes: APen, Life Steal, AD

Masteries: 21/9/0 or 9/21/0

Skill Order: QQE, R>Q>E>W

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Hecarim has extremely strong teamfighting, which makes him a great ARAM champion. However, it takes him some time to build into a tanky unstoppable beast. Hecarim generally has to sit tight during the early game. You can follow up someone else's crowd control well or catch an unwary opponent with Devastating Charge (E), but in general he must watch and wait until he acquires Onslaught of Shadows (R). Once acquired, Hecarim is a force to be reckoned with if he can aim his ultimate well. Every ultimate should either peel for your critical damage dealers or push the enemy team's into danger.



Rampage (Q) is your bread and butter damage ability, and should be spammed liberally. Don't use Spirit of Dread (W) the moment you dive in, but the moment your teammates follow you in, the 20% healing is vital to your survival.



Hecarim can be built AP, the burst from his ultimate and sustained damage from repeated Lich Bane procs is actually fairly good. However, it's mostly a joke/desperation build for overwhelmingly good or bad team compositions.



Starting Items: Emblem of Valor + Boots + Potions or Sheen + Potions

Priority Items: Spirit Visage, Locket of the Iron Solari, Iceborn Gauntlet

Runes: Movement Speed, APen, Armor, Magic Resistance

Masteries: 9/21/0

Skill Order: QWE, R>Q>W>E or R>Q>E>W

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The Revered Inventor is duly revered in ARAMs. While he can bring many assets to a team, his first and foremost is some of the most ridiculous harass in the game. The 1000 range and unavoidable nature of Hextech Micro-Rockets (W) makes him an absolute poking nightmare, so long as you're mindful that the ability always prioritizes whatever targets are closest (including minions). CH-1 Concussion Grenades (E) serve as additional harass once you have some AP, and are excellent for followup up someone else's crowd control.



Heimerdinger's late game, should it come to that, is much trickier. It's important to set up H-28G Evolution Turrets (Q) in strategic locations, preferably where you or someone else will be attempting to kite opposing divers. The damage they deal and the potency of their perpetual slow is often underestimated, and they're easily lost in the noise. Once a teamfight occurs wait until opponents come into range and then hit UPGRADE!!! (R) and behold as your opponents mysteriously lose health. Use a Zhonya's Hourglass while sitting near your turrets and watch as your opponents' health disappears.



Starting Items: Chalice + Boots + Potions

Priority Items: Athene's Unholy Grail, Zhonya's Hourglass

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: WWE, R>W>E>Q

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Irelia is one of the hardest champions to play in an ARAM. She needs time to complete a core damage item and a few tanky items before she can really have a big impact, and space to function properly in a teamfight. However, those are often in short supply in an ARAM.



Like other melee carries, Irelia should hide in the back early on and wait for the right time to jump in. If you're an experienced Irelia player farming under the turret with Bladesurge (Q) should be familiar. You're not likely to have opportunities to use Hiten Style (W) for sustain in an ARAM, but against tankier teams the true damage can be vital. Equilibrium Strike (E) remains a highly valuable stun/slow for engaging on targets. Which of the three you max is going to depend on the situation, with each having good reasons for its priority. Transcendent Blades (R) isn't amazing sustain, but it will help when waves approach your tower or during teamfights.



Irelia can initiate or act as an aura bot in a pinch, but she's much better if she can reach and stick to a squishy target and bruiser them to death.



Starting Items: Sheen + Potions or Vampiric Scepter + Boots + Potions

Priority Items: Blade of the Ruined King, Trinity Force, Randuin's Omen, Spirit Visage

Runes: Movement Speed, Armor, Magic Resistance

Masteries: 9/21/0

Skill Order: QWE, Q for sticking power, E for burst, W for sustained damage/sustain

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Janna is one of the most potent champions in ARAM. It is nearly impossible to take a tower against a good Janna. When fully charged her Howling Gale (Q) will clear entire creep waves on its own, and Eye of the Storm (E) will protect your tower from massive amounts of damage. With Zephyr (W) for maneuvering and nuking and Typhoon (R) for healing up your team or peeling, Janna is simply an ARAM monster.



Do not build Janna as a support. The #1 mistake people make when playing Janna, or other supports, is to forget that you get tons of innate farm in ARAMs. The reason people build items like Philosopher's Stone or Kage's Lucky Pick on supports in Summoner's Rift is because they don't get any gold otherwise. You are filthy stinking rich in ARAMs, build AP and be a champ.



Remember that what makes Janna super annoying is how you simply can't push against her. Focus Howling Gale on clearing creep waves, not harassing. Use your shield to protect your tower when they just go for it in frustration. Remember these two things and you'll be twenty times more annoying than your average Janna.



Starting Items: Doran's Ring x3 + Potion or Chalice + Amplifying Tome + Potion

Priority Items: Athene's Unholy Grail, Rabadon's Deathcap

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: QQW, R>Q>W>E

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Jarvan is situationally strong in ARAMs, thanks to the power of Cataclysm (R). Combined with area of effect, Cataclysm allows for some pretty sick combinations. His initiation is top notch thanks to the classic Demacian Standard (E) and Dragon Strike (Q) combination. However, he can rarely carry games by himself, and needs his team to follow his man mode dives to accomplish anything.



Golden Aegis (W) provides a lot of unexpected tankiness during initiation as there will be many nearby champions to increase the shield's effectiveness. In many cases maxing this before Demacian Standard is better, especially if your team doesn't need the Attack Speed aura all that much. You do trade damage for tankiness by doing so, and against heavy AD teams you will want the extra Armor (even if it's just 3 per rank).



Starting Items: Emblem of Valor + Boots + Potions or Brutalizer + Potion

Priority Items: Spirit Visage, Locket of the Iron Solari, Black Cleaver

Runes: APen, Armor, Magic Resistance

Masteries: 9/21/0

Skill Order: QQE, R>Q>W>E

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Jax is relatively difficult to play in ARAMs, but can be extremely good in the right circumstances. Casting Counter Strike (E) before diving into the enemy team with Leap Strike (Q) is excellent for catching people, following up initiation, or even initiating. Jax' high sustained damage with Empower (W) and the passive on Grandmaster's Might (R) is easily underestimated. As with other melee carries, however, he can easily get focused down and quickly killed if you aren't careful.



When you're the only melee/potentially tanky champion you should start with a tanky item first. Otherwise rushing a damage item and relying on Grandmaster's Might's active for tankiness is best.



Starting Items: Vampiric Scepter + Boots + Potions or Hexdrinker or Sheen + Potions

Priority Items: Blade of the Ruined King, Trinity Force, Spirit Visage, Randuin's Omen

Runes: Movement Speed, Hybrid Penetration

Masteries: 9/21/0

Skill Order: QWE, R>W>Q>E

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Jayce is the AD god of poke, the Nidalee of physical damage. The potency of a Shock Blast (Cannon Q) plus Acceleration Gate (Cannon E) combination is extreme. While the pressure from that poke is extraordinary it isn't all that Jayce brings to the table. Hyper Charge (Cannon W) is exceptionally good at pushing down turrets. To the Skies! (Hammer Q) into Thundering Blow (Hammer E) is potent in its own right and quickly puts enemies out of position. Jayce's jack of all trades nature makes him effective from the start of an ARAM all the way to the end.



Unless you have your own personal Soraka or someone with Mana Manipulator you're going to need to start Tear of the Goddess. Remember that you should first Shock Blade first, and drop the Acceleration Gate in front of it immediately after. This minimizes the amount of time your opponents have to react to your poke. When a fight happens be ready to use Transform (R) to enter man mode and dive into the fray. Just because you have poke doesn't mean you get to sit out teamfights.



Starting Items: Tear + Long Sword + Potions or Brutalizer + Potion

Priority Items: Manamune, Black Cleaver, Last Whisper

Runes: APen, AD

Masteries: 21/9/0 or 9/21/0

Skill Order: QQE, R>Q>W>E

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Karma walks a fine line in ARAMs, using her Inspire (E) to rush suddenly into range for her Inner Flame (Q), and then retreating immediately. This is potent area of effect poke, and can quickly corral your opponents.



The proper use of Karma's Mantra (R) is essential to her potency in ARAMs. The area slow and extra damage when combined with Inner Flame is potent, but without Focused Resolve (W) it's very easy for your opponents to simply walk out of it. You will very rarely have opportunities to use Mantra with Focused Resolve for the heal, but note those opportunities when they come. When a teamfight breaks out it is almost always correct to Mantra Inspire, shielding and boosting your entire team.



Cooldown Reduction is extremely valuable on Karma. At 40% a full Mantra'd combo of abilities will leave only 16 seconds before another Mantra can be used. In a continuous battle Karma can easily get 3-4 Mantra'd abilities off. Watch your cooldown and be ready to keep up the pressure.



Starting Items: Chalice + Boots + Potions or Chalice + Amplifying Tome + Potion

Priority Items: Athene's Unholy Grail, Deathfire Grasp

Runes: MPen, AP, Cooldown Reduction

Masteries: 21/9/0 or 9/21/0

Skill Order: QQW, R>Q>W>E

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The prevalence of Barrier in ARAMs frustrates and annoys Karthus, but he is nonetheless a potent champion. Wall of Pain (W) is an excellent tool for catching opponents out of position and checking bushes. The sustained damage from Lay Waste (Q) is extremely powerful, and Defile (E) is the classic "I stand in the middle of your team and you all die" ability. If you can bait out Barriers beforehand Requiem (R) is just as annoying in ARAMs as anywhere else.



It takes a little bit of time for Karthus to really kick into gear, especially if you use the Tear + Catalyst build. However, if you can get an early lead or keep the game in play he will eventually become a huge problem. Just don't forget a Zhonya's, it's the best item for any AP champion that wants to dive into the enemy team. Cooldown Reduction is also extremely potent on Karthus as a shorter Requiem cooldown is a huge asset.



Starting Items: Catalyst + Potions or Tear + Boots + Potions or Chalice + Boots + Potions

Priority Items: Archangel's Staff, Rod of Ages, Zhonya's Hourglass

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: QQW, R>Q>E>W

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While lacking in resets, Kassadin's very short cooldowns on his Rift Walk (R) and Force Pulse (E), combined with the sheer amount of ability spam going on, allows him to clean up fights with the best of them. Null Sphere (Q) can be decent harass, but its range puts Kassadin at risk depending on the reach of his opponents. Nether Blade (W) isn't particularly useful unless Kassadin's team has a big enough advantage for him to be meleeing minions, which isn't often.



Playing Kassadin well is a matter of recognizing when he should enter a fight. There's a fine line between too soon and too late, and erring too far on either side results in being focused and killed quickly. Kassadin is also somewhat reliant on his team to deal sufficient damage for him to start knocking down the dominoes, but not as much as reset-based champions.



Starting Items: Catalyst + Potions or Chalice + Boots + Potions

Priority Items: Rod of Ages, Athene's Unholy Grail, Zhonya's Hourglass

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: QQE, R>Q>E>W

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Katarina is perhaps one of the most difficult champions to play correctly in an ARAM. Her basic mechanics are fairly simple, but the proper use of her abilities changes wildly depending on the enemy team, her team, and how fights unfold. It's very easy to random into a team with heavy crowd control, making her ultimate impossible to use, or for her team to be low on damage, making her resets impossible to obtain. When a game goes well for her, however, she can easily be a dominating force.



Bouncing Blades (Q) is decent harass/poke, even if you can't get in range to proc the marks. You can bounce it off minions for additional range and safety, though you lose a little damage. Sinister Steel (W) is Katarina's best ability against teams who will never let her use her ultimate, as its very short cooldown will allow her to do significant damage in an area regardless. Shunpo (E) is both a tool to engage and flee, and it's critical to master spamming this ability, along with her others, from target to target as you get resets.



Landing a full channel Death Lotus (R) is a lot of damage, but can be very difficult to do. If there are only one or two champions with abilities that can interrupt you, employ patience. Most players will assume the moment you jump into the fight that you'll immediately use your ultimate. You can still do a lot of damage without it, so delay its use until your opponents blow their control abilities prematurely or on someone else.



Starting Items: Sorcerer's Shoes + Potions or Ruby Crystal + Amplifying Tome + Boots + Potions

Priority Items: Haunting Guise, Abyssal Staff, Zhonya's Hourglass

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: QQE, R>Q>W>E

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Kayle can be played in several different ways, depending on her team's needs. The most common build is her AP carry build, but she's perfectly serviceable as an AD carry or even as a sustaining support. Whatever build you use her playstyle remains very close to that of an AD carry thanks to her Righteous Fury (E). If you aren't getting ranged auto-attacks in and fighting/positioning like an AD carry you're wasting her potential.



Reckoning (Q) is a potent nuke regardless of build, as it has both an AD and an AP ratio. Diving Blessing (W) is perhaps one of the weaker sustain spells, but is strong enough that making it Kayle's primary focus when her range is insufficient for anything else is still a smart move. Intervention (R) remains one of the most powerful ultimates in the game, but keep in mind that it is often best to use it before an ally is burned to near death, as blocking an entire team's attempt to burn down a target will prevent enormous amounts of damage. Be liberal with its use, as its cooldown becomes negligible as you stack cooldown reduction.



Starting Items: Chalice + Boots + Potions or Pickaxe + Boots + Potions

Priority Items: Athene's Unholy Grail and Nashor's Tooth or Infinity Edge and Phantom Dancer

Runes: MPen, AP or APen, AD

Masteries: 21/9/0

Skill Order: QQW, R>Q>E>W or WWQ, R>W>Q>E

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Kennen is a fairly difficult champion to play in ARAMs, assuming you're building him AP. With minions and tanky champions constantly in the way his primary damage source, Thundering Shuriken (Q), often doesn't reach its target. Kennen is also extremely squishy, even with the defensive stats from Lightning Rush (E), and getting the right targets in his Slicing Maelstrom (R) is tricky.



As a result, many players prefer to build him AD, relying on the passive from Electrical Surge (W) as a steroid. This build is best when the opposing team has more tanky opponents than squishy ones. As an AD carry Kennen has very significant self-peel, as Slicing Maelstrom will stun multiple opponents for him with near-zero effort. Kennen's steroid is also severely underrated, especially when a game permits him to build Runaan's Hurricane and proc it attack after attack after attack. Combined with his high magic damage, he can be very difficult for tanks to deal with.



Starting Items: Hextech Revolver + Potions or Sorcerer's Shoes + Potions or Vampiric Scepter + Boots + Potions

Priority Items: Will of the Ancients and Zhonya's Hourglass or Sanguine Blade and Runaan's Hurricane

Runes: MPen, AP or APen

Masteries: 21/9/0

Skill Order: QQW, R>Q>W>E or WWQ R>W>Q>E

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Since his nerfs Kha'zix is no longer the master of ARAMs, primarily due to the Void Spike (W) nerf. Leap (E) is still a strong reset dangerous once evolved,and Taste Their Fear (Q) allows Kha'zix to burst down unwary, isolated foes. Void Assault (R) can take many players by surprise, but be mindful that stealth detecting items have been buffed.



Ultimately, Kha'zix is a pure ARAM assassin now. Find the high priority target, kill the high priority target.



Starting Items: Vampiric Scepter + Boots + Potions or Brutalizer + Potion

Priority Items: Brutalizer, Last Whisper, Ravenous Hydra

Runes: APen, AD

Masteries: 21/9/0

Skill Order: WWE, R>W>E>Q, Evolve W > E > R/Q

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Kog'maw can be build either AP or AD depending on a team's needs, and is exceptionally good at either. In either build the relentless poke he provides from Living Artillery (R), combined with the area control of Void Ooze (E), combined with the extreme % Health damage from Bio-Arcane Barrage (W), combined with the true damage from his passive, makes Kog'maw a very strong champion in ARAMs.



Whether AP or AD, Kog'maw hides behind his team. His job is to melt the tanky frontline with his auto-attacks while peppering targets of opportunity elsewhere with Living Artillery. AP builds can spam his ultimate fairly freely, but AD builds will need to wait for the mana cost-increasing debuff to fade. Be ready to dive into the enemy team the moment you die, as nothing is more said than an Icathian Surprise with no recipient.



Starting Items: Chalice + Boots + Potions or Vampiric Scepter + Boots + Potions

Priority Items: Athene's Unholy Grail and Morellonomicon or Blade of the Ruined King and Infinity Edge

Runes: MPen, AP or APen, AD

Masteries: 21/9/0

Skill Order: WWE, R>W>E>Q or EEW, R>E>W>Q

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LeBlanc is an absolute nightmare against teams which lack sustain. Without a fountain for opponents to recall to when they get low, LeBlanc can whittle down squishy and tanky targets alike. If you thought coming back to lane only to lose most of your health to her combo was annoying, just wait until you have no choice but to wait around until she kills you.



The basis of LeBlanc's deadliness is using Distortion (W) to move into range, followed by comboing her Sigil of Silence (Q) with either her Ethereal Chains (E), her Mimic (R), or both. Be careful of any crowd control or burst on the enemy team which might punish you for going in, but with good execution you can deal a crapton of burst damage and disappear before anyone can react.



In teamfights LeBlanc typically needs to isolate and destroy high priority targets. This can be tricky against teams with significant crowd control or with mostly tanky champions. In some cases LeBlanc may be forced to play babysitter for her own carries, using Etheral Chains and Mimic to keep divers at bay. Keep your circumstances in mind when deciding where you're most needed.



Starting Items: Doran's Ring x3 + Potions or Chalice + Boots + Potions

Priority Items: Deathfire Grasp, Rabadon's Deathcap, Void Staff

Runes: MPen, AP

Masteries: 21/9/0

Skill Order: QQW, R>Q>E>W

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Playing Lee Sin in ARAM is difficult. Unlike Summoner's Rift there are no wards or tricky terrain features, dramatically reducing his ability to make plays. This doesn't make him bad, only a greater challenge.



There are two strategies for playing Lee Sin in the early game. The first levels his Sonic Wave/Resonating Strike (Q) for poke and damage. The second levels Safeguard/Iron Will (W) for protection and sustain. In both cases Tempest/Cripple (E) is Lee Sin's lowest priority, although when facing heavy Attack Speed teams you may want to level it sooner. Dragon's Rage should almost always be aimed for maximum knockups, but occasionally using it to isolate or peel is super strong (though hard without wards).



The first strategy is best when you aren't dramatically outranged by enemy poke, and is especially potent if you can safely follow up a successful Sonic Wave with a Resonating Strike/Safeguard combination. Being able to dive in more than doubles the damage you deal, but be careful. You will be in range for the enemy to control and potentially kill you, so pick your Resonating Strikes wisely. Beware distant and overzealous allies who instaclear minion waves and then leave you out to dry.



The second strategy is best when poke is either impossible to land or will simply be healed up, and also when your team needs someone to soak damage. While a 200 damage shield may not look like much, that's still 200 damage you and someone else didn't have to take, and the 25% Life Steal and Spell Vamp is huge for self-sustain.



Lee Sin should almost always start out building damage. Hybrid damage/tank items like Hexdrinker are fine, but early on you'll be far more useful with some damage than with some tank. Ravenous Hydra is particularly strong on Lee Sin due to Iron Will. Building tanky later is fine.



Starting Items: Brutalizer + Potion or Vampiric Scepter + Boots + Potions

Priority Items: Ravenous Hydra, Black Cleaver, Last Whisper

Runes: AD, APen

Masteries: 21/9/0 or 9/21/0

Skill Order: QQW, R>Q>W>E or WWQ, R>W>Q>E

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Leona's combination of crowd control, innate tankiness, and ranged initiation makes her a very strong ARAM champion. The key is to know when to initiate. Many a Leona has lost their team games by initiating when it would be better to poke, or delaying initiation until her own team has been poked to death.



Zenith Blade (E) opens most of her intiations. Be very mindful of the fact that you'll always get dragged to the last target hit. It's very easy to hit someone you didn't intend and end up further away from your allies than is safe. Eclipse (W) should not be used before diving into the enemy, but after so as to maximize the useful uptime of the defensive steroid. Shield of Daybreak (Q) is a straightforward on next hit stun. Wait a moment before hitting someone with it after landing a Zenith Blade to give your allies time to proc your passive, and to maximize your control uptime.



Solar Flare (R) can be used either as a follow up to Zenith Blade, or as an initiation in its own right. Remember that only the center of the circle stuns, so aim to catch any priority targets there.



Starting Items: Emblem of Valor + Boots + Potions or Guardian's Horn + Potions

Priority Items: Spirit Visage, Locket of the Iron Solari, Randuin's Omen

Runes: Armor, MR, Movespeed

Masteries: 9/21/0

Skill Order: QWE R>W>Q>E

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Lissandra is a somewhat versatile AP champion in ARAMs, though she's best in a teamfight.



Ice Shard (Q) is not very effective poke unless the enemy team has little or none, its range just isn't good enough even if you're bouncing it off minions. It is, however, your primary damage ability in a teamfight, so be careful if you choose to max something else first. Ring of Frost (W) is a very powerful crowd control against melee champions, and can also be used in combination with Glacial Path (E) to catch fleeing foes. Her ultimate, Frozen Tomb, is an excellent initiation or counter-initiation tool, whether used to stun an opponent or for the Zhonya's effect.



In some games clearing the wave is a big concern. Maxing Glacial Path makes for very easy wave clear, especially once you have a little AP and/or anyone else who can help. Make this choice carefully, however, as your teamfight potential drops with fewer ranks in Q.



Starting Items: Doran's Ring x3 + Potions + Kage's + Faerie Charm + Boots + Potions

Priority Items: Zhonya's Hourglass, Morellonomicon, Void Staff

Runes: MPen, AP

Masteries: 21/6/3

Skill Order: QWE R>Q>E>W

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Lucian isn't all that popular on Summoner's Rift, but in ARAMs he brings a lot to his team. He's a bully with Draven-level damage in early game skirmishes, and very powerful self-peel in later fights.



The key to Lucian's high damage is proper use of his passive, Lightslinger. Weaving auto-attacks between his abilities in early fights is absolutely critical to success. Piercing Light (Q) is serviceable poke if the enemy team can't pressure you away from minions, but in many siege situations it isn't safe to use. Ardent Blaze (W) gives Lucian some additional magic damage, but by itself doesn't allow Lucian to ignore mobility itemization. Relentless Pursuit (E) is Lucian's primary escape/chase ability, but outside of being free at maximum rank its slow-removal isn't particularly amazing.



Lucian's ultimate is a point of much controversy, but in ARAMs it can shine. Because of the map's linear nature The Culling (R) becomes much more potent and easy to use. Lucian can hang way back from a potential engagement, and then activate while either backpedaling away from divers, or moving forwards as the enemy team blows their cooldowns on other targets. While its damage isn't through the roof, it means Lucian is still contributing from safety rather than doing nothing from the grave.



Starting Items: Vampiric Scepter + Boots + Potions or Brutalizer + Potion

Priority Items: Sanguine Blade, Last Whisper, Trinity Force

Runes: APen, AD

Masteries: 21/6/3

Skill Order: QWE R>Q>E or W

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Lulu is a decent poke champion, support, or even AD in ARAMs, but her lack of sustain puts her far behind champions like Nami, Sona, or Taric.



Glitterlance (Q) is Lulu's poke, and has the extra benefit of its extreme slow. Paired with another strong poke champion, Lulu can set up some deadly 1-2 combinations. Whimsy (W) even lets her give additional AP and mobility to herself or an ally while poking, and doubles as a CC in teamfights to boot. Help, Pix! (E) is primarily used to set up poke, though it can be a decent shield or nuke in a pinch. Lulu's one major issue is her mana. Unlike other AP poke champions she can't really swing a Doran's Ring x3 build.



Lulu can function as an AD carry, but should only pursue this path if the team lacks any other source of AD damage. So long as Lulu has AP and room to auto a tower, it will still fall.



Starting Items: Chalice + Boots + Potions or Vampiric Scepter + Boots + Potions

Priority Items: Zhonya's Hourglass, Morellonomicon, Void Staff or Blade of the Ruined King, Statikk Shiv, Last Whisper

Runes: MPen, AP or APen, AD

Masteries: 21/6/3

Skill Order: QQE R>Q>E>W or EEW R>E>W>Q

Montegomery's Super Serious Guide to ARAMsARAM Win Rates: http://lolmatches.com/championstats/last2/AR ARAM queue is going live soon, allowing millions of unsuspecting newbies to dive into the previously mysterious and foreign world of ARAMs. Some will play for the lulz, some will play for glory, and others will have no idea why the game picked a champion for them without asking.For those looking to conquer and drink the bitter tears of the defeated, I presentThe Howling Abyss, AKA the Murder Bridge, is the bloody battlefield upon which you shall spill the entrails of your enemies. Those familiar with ARAMs will know that it's a single lane perpetual siege of death. Any StarCraft veteran can tell you that different maps call for different strategies, and that's just as true in League of Legends.The confined space of the map dramatically changes the dynamics of team fights. Whereas on Summoner's Rift there are any number of directions to flee, walls to Flash over, or ways to juke, here your options are severely limited. Fights on this bridge are simple, but brutal affairs where your basic ability to teamfight will be tested, honed, and tempered.Besides the general effects a single lane has on the game, there are other critical elements of the map to illuminate.Unlike other maps the moment you step foot outside the fountain (and the game isunforgiving here) you can no longer make any purchases until you die. In addition, the fountain will not heal you, meaning that you have no truly safe haven once you've been pushed back to your Nexus. Make your purchases quickly and wisely, and do not trust that the fountain laser will save you.In some ways the brush is more important than on Summoner's Rift, and in other ways less so. Because the majority of your gold will likely come from passive gains, kills, and assists, the loss of brush control is significantly less damaging than in other maps. You can simply stay away from the brush and be safe, waiting for minions to come to you. However, being the first to control the brush is extremely important. It's extremely common for both teams to rush the brush in order to establish early dominance and attempt to catch the opposing team while many of their members are still loading/shopping. The first team to secure this objective, preferably as a unified whole, will start with an early advantage.These spawn at 3:10, and respawn 40 seconds after being consumed. There are four in total, one just in front and to the side of each lane tower. Much of the early game involves posturing and fighting for control over the two in the middle. Losing your first tower can mean losing control overthe Relics, especially if it occurs early on.The amount of Health and Mana these restore should not be underestimated. Teams with little/no sustain can go toe to toe with heavy sustain teams provided they control a majority of Relics. While they aren't worth dying over, they're absolutely worth fighting over.It is absolutely critical to control these throughout the game. The healing you claim from Relics is healing you also deny your opponents, widening the gap between you when you're ahead and closing the gap when you're behind. Always note the time a hotly contested Relic is taken, and be ready to posture and fight over it moments before it respawns.The entire game is a siege. If you lack the ability to instinctively sense where and what is safe you're going to eat all manner of skill shots, poke, and crowd control. Champions that otherwise might be awesome at poking will fail miserable in the face of longer range or greater volume of poke. Be able to identify these situations and press your advantage or play it safe depending on the circumstances.So you're a melee champion and you can't get anywhere near the enemy team without eating a million damage? The obvious solution is to hang the hell back, twiddle your thumbs, and wait until you hit level 6 so that you pose a legitimate threat. You aren't helping your team by eating poke (unless you're blocking for your squishies/poke), so sit back and stay healthy until the time is right.The game dramatically changes once champions start hitting level 6. Be prepared for your opponents to suddenly press the attack if they're going to hit 6 before you. Being healthy and ready for the big level 6 brawl makes a huge difference, enough that it's often worthwhile to simply die beforehand so you can be healthy in time for the fight.In normal competitive play dying is almost universally bad. Players obsess over their KDA, stats, and creep score.This mindset is almost completely wrong for ARAMs.In ARAMs there's no fountain healing and only enough Relics to reasonably restore one person's Health. If you're not the only person low on health and you have no reasonable means of healing up before the next fight, you're hurting your team. Sitting around at low health puts your team at a disadvantage, as your only contribution in the next team fight is going to be a quick death. Dying and returning at full steam with new items will very often be far more beneficial to you and the team.I have won ARAMs in the past by coordinating with my team to simplyan opponent who had thousands upon thousands of gold in the bank but refused to suicide. Don't be that player, recognize that KDA means nothing if you lose.The preferred method of suicide is to be executed by a tower. This generally requires your team to win a teamfight and either ace the other team, or chase off the remaining members well enough to give you the room to do the dirty deed. If you can't find a window for execution, seek a glorious death in the next battle or simply allow yourself to be killed. They may get your shutdown gold, but they can't spend it untilnext die, and you'll be returning with a much stronger arsenal in the meantime.In almost every ARAM someone on your team should build Aegis/Bulwark. The difference it makes in terms of survival cannot be overstated. While other aura items are still situational (e.g. Zeke's, WotA), remember that you are perpetually in a 5v5 situation. More often than not you'll be surprised how strong they are.Flash, the ubiquitous and essential summoner's spell, is significantly less useful in ARAMs. If you use it to outplay your opponents it's great, but the vast majority of players rely on Flash to escape dangerous situations. That's normally fine, but between the lack of walls to Flash over and the lack of a safe haven to return to, ARAMs do not look so kindly on Flash. Escaping often means sitting around at low health waiting to die. If you're not prepared to make plays with your Flash, take a different spell.When on the defensive, focus on clearing waves. It becomes much easier to hold out, and much harder for your opponents to pressure you, when they don't have a creep wave assailing your tower. This is a fundamental lesson everyone should know from every other map, but often seems forgotten in ARAMs.(And Mostly Worthless)Alistar, Blitzcrank, Heimerdinger, Janna, Jayce, Lux, Nidalee, Sona, Soraka, Teemo, Twisted Fate, Varus, Xerath, Ziggs, Zilean, ZyraAmumu, Ashe, Brand, Diana, Dr. Mundo, Elise, Ezreal, Fiddlesticks, Gragas, Karthus, Kassadin, Katarina, Kayle, Kog'maw, Lulu, Maokai, Master Yi, Ryze, Shaco, Sivir, Taric, Tristana, Twitch, Vladimir, Volibear, Warwick, Wukong, Zac, ZedAhri, Anivia, Annie, Caitlyn, Cassiopeia, Darius, Draven, Evelynn, Fizz, Galio, Hecarim, Jarvan, Jax, Karma, Kha'zix, LeBlanc, Leona, Malphite, Malzahar, Miss Fortune, Morgana, Nami, Orianna, Pantheon, Renekton, Riven, Rumble, Sejuani, Shen, Singed, Swain, Syndra, Thresh, Trundle, Urgot, Veigar, Vi, Viktor, YorickAkali, Cho'gath, Corki, Fiora, Gangplank, Garen, Graves, Kennen, Lee Sin, Lissandra, Mordekaiser, Nasus, Nautilus, Nocturne, Nunu, Poppy, Quinn, Rammus, Rengar, Sion, Talon, Tryndamere, Vayne, Xin ZhaoIrelia, Olaf, Skarner, Shyvana, Udyr