This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.
Overview
ARAM is a single lane on the Howling Abyss: fights never stop, you can't go back to base to heal or shop, and you only buy when you die. In ARAM you'll be in range of the enemy all the time: stand behind your team, and remember you can only shop when you die.
Strengths
- High physical damage: Riot rates it 8/10 in attack.
- Long attack range (500) for safe trades in lane.
- Clear job in the team: farm safely, deal sustained damage and take down towers.
Weaknesses
- Fragile: Riot rates it 2/10 in defense.
- No dash or blink in the kit: vulnerable to ganks without vision.
Build cheat sheet
Pick the build that fits what you want to do this game.
Builds
ARAM build
When to use it
One lane, non-stop fights and you only shop when you die: rush your core, buy boots after, and keep the defensive answers for your deaths once you've seen the enemy team.
Core items
- 1Lord Dominik's Regards
- 2The Collector
- 3Infinity Edge
Boots
Situational
Runes
Primary· Precision













Secondary· Domination









Shards
Summoner spells
Flash
Mark
Abilities
Icathian SurprisePassive4 seconds after dying, Kogmaw explodes, dealing true damage to surrounding enemies.
QCaustic Spittle7s40 mpKog'Maw launches a corrosive projectile which deals magic damage and corrodes the target's armor and magic resist for a short time. Kog'Maw also gains additional attack speed.- Cooldown
- 7
- Cost
- 40
- Range
- 1175
WBio-Arcane Barrage17s40 mpKog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage %i:OnHit% On-Hit .- Cooldown
- 17
- Cost
- 40
- Range
- 530
EVoid Ooze12s40/55/70/85/100 mpKog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.- Cooldown
- 12
- Cost
- 40·55·70·85·100
- Range
- 1200
RLiving ArtilleryUltimate2/1.5/1s40 mpKog'Maw fires an artillery shell at a great distance dealing magic damage (increased significantly on low health enemies) and revealing non-stealthed targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional Mana.- Cooldown
- 2·1.5·1
- Cost
- 40
- Range
- 1300·1550·1800
Strategy
1What changes
ARAM is a single lane on the Howling Abyss: fights never stop, you can't go back to base to heal or shop, and you only buy when you die.
2Build adjustments
One lane, non-stop fights and you only shop when you die: rush your core, buy boots after, and keep the defensive answers for your deaths once you've seen the enemy team.
3Fighting
Hit the closest target you can hit safely, not the one you want: a marksman that stays alive wins the fight. In ARAM you'll be in range of the enemy all the time: stand behind your team, and remember you can only shop when you die.
Tips
- In ARAM you'll be in range of the enemy all the time: stand behind your team, and remember you can only shop when you die.
- Use Living Artillery in every big fight: in this mode there's always another one coming.
- Don't chase alone: the enemy is always grouped.
- Pick up health packs between fights: they're your only healing outside of abilities.
Changelog
- Guide created for patch 16.19.1.
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