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- For the Legends of Runeterra game mode, see Lab (Legends of Runeterra)#A.R.A.M..
ARAM, abbreviation of All Random, All Mid, is a game mode in League of Legends in a 5v5 format on the Howling Abyss, where the objective is to destroy the opposing team's Nexus. The game includes an All random draft type, and takes place only on one long lane (specifically referencing its resemblance to Summoner's Rift's middle lane).
In ARAM, players are given random champions from the available champion pool and are able to trade or reroll their picks.
Before its introduction on June 29, 2012, the mode was a popular spin on Summoner's Rift Custom games (where it was often played as ARAM) or Dominion (where it was often played as ARAB) in which players agreed to deliberately focus on 5v5 fights in a single lane, most often the middle lane for Summoner's Rift (as it was the shortest) and the bottom half of the map for Dominion (by community consensus), with gameplay mainly focused on fighting and buying items until either team wins. After a Thunderdome event, the Proving Grounds map was revamped from being used solely for the game's first original tutorials, to a playable Custom game map, which players used for this purpose. Eventually, the Howling Abyss replaced Proving Grounds (for the tutorials included, up until their removal and release of the modern tutorial) for this game type, and ARAM was released as an official queue on the Howling Abyss map in Patch 3.6.
Each side of the Howling Abyss has two lane turrets, two patches of brushes, two health relics, one inhibitor, two nexus turrets, a nexus and a shopkeeper. The map was replaced with Butcher's Bridge during Bilgewater events (Burning Tides, Curse of the Drowned).
Features[]
- Main article: Howling Abyss
The following features are exclusive to the Howling Abyss map:
Map[]
- There is only one lane.
- There are only two turrets protecting the inhibitor and two turrets protecting the nexus.
- Champions deal 0% − 25% (based on minutes) bonus damage to structures.
- There is a base gate that blocks champions from leaving the base for the first 15 seconds.
- After these base gates have fallen, there will be frost-gates that are spawned in front of each team's Nexus.
- Champions can interact with these gates to initiate Frostgate Warp, causing them to channel for 0.75 seconds. Upon completion, they dash to the other side of the gate over 2.25 seconds, during which they are untargetable and unable to act. If the channel is interrupted, the gate will be placed on a 1.5-second cooldown. They may also choose a location to dash another time up to a distance away from the gate upon reaching their destination. Frost-gates have a 15-second cooldown for each champion that activates them.
- Leading gates cannot be interacted with and are located in front of the outer turret.
- If the outer turret is destroyed, the leading gate is relocated to the front of the inhibitor turret.
- Frost-gates on both sides of the map can be interacted with by champions regardless of which team they are on.
- Leading gates cannot be interacted with and are located in front of the outer turret.
- Champions can interact with these gates to initiate Frostgate Warp, causing them to channel for 0.75 seconds. Upon completion, they dash to the other side of the gate over 2.25 seconds, during which they are untargetable and unable to act. If the channel is interrupted, the gate will be placed on a 1.5-second cooldown. They may also choose a location to dash another time up to a distance away from the gate upon reaching their destination. Frost-gates have a 15-second cooldown for each champion that activates them.
- After these base gates have fallen, there will be frost-gates that are spawned in front of each team's Nexus.
- There are 4 health relics positioned in front of the outer towers, with 2 relics on each team's respective side of the map.
- Restores 8% of missing health and 8% of missing mana to the champion who picks up the relic.
- After being picked up, triggers a beam of light to strike the ground after 2.5 seconds, restoring 16% of missing health and 16% of missing mana for all champions within.
- is disabled, however, the channel's animation will still play.
- The fountain does not grant any restoration effects to champions.
- The shop will be disabled after champions have moved too far away from the fountain. It will be enabled after death.
- The range at which the shop becomes disabled is a slight distance away from the Nexus turrets.
- Surrender is enabled at 12:00.
Minions[]
- Minions take 75% damage from AoE damage.
- Minion waves spawn every 25 − 13 (based on minutes) seconds.
- Minions have 325 − 425 (based on minutes) movement speed.
- Siege minions spawn every two waves, starting with the third wave.
- Siege minions and super minions are empowered by Blackout.
- Passive Effect - Blackout: When there is a stealthed trap nearby, gain Blackout, revealing and exposing all stealthed traps within 1100 units. Blackout lingers for 4 seconds after there are no longer any traps nearby.
Champions[]
- Champions start at level 3 - affording them increased base stats and 3 skill points.
- There are exceptions.
- starts with 1 point in and has 2 points to spend.
- starts with 1 point in and has 2 points to spend.
- There are exceptions.
- Champions take 15% − 30% (based on distance) reduced damage from enemy champions further than 1000 units away, excluding damage dealt by damage over time or ultimate abilities.
- All champions on the Howling Abyss gain the Howling Abyss Aura e:
All champions on the Howling Abyss gain the following bonuses:
- +70 summoner spell haste
- Restores 0.15% of maximum mana per second.
- Passively gains 5 experience per second.
- Reduces all outgoing heals by 50%. The healing reduction does not affect self-heals.
- Omnivamp and life steal against minions are reduced by 40%.
- While you are alive, nearby enemy minions killed by any ally other than you grant 6.
- Melee champions gain 15 bonus magic resistance and their basic attacks deal 20% bonus damage against siege and super minions.
- Melee champions now deal 20% bonus damage against structures, if they adaptively have more ability power. This buff is replaced by the generic time-based ARAM buff's bonus damage to structures once the latter exceeds 20%.
Bounties[]
- Champion kills are worth 180.
- Kill and assist bounties are reduced based on the number of consecutive deaths of the slain champion.
- First blood increases both kill and assist bounties by 50%.
- Assists are worth 90, which is split among all assisting allies.
- This is reduced to 50% − 100% (based on Game Time).
Death timers[]
- Champions respawn 8 − 40 (based on level) seconds after death.
Exclusive items[]
- trinket item slot)
- 1 charge is granted upon the start of the game, as well as the first time your team destroys an enemy turret.
- start the game with 2 charges. and
- Limited to 2 at a time.
(automatically occupies the
Summoner spells[]
- /
Mode-Specific Changes[]
Since the Butcher's Bridge event (V9.7), champions, runes and items have been adjusted for ARAM, similar to Featured game modes.
This table extracts the data from Module:ChampionData/data and Template:map_changes/data/aram.
Champion | Damage dealt | Damage received | Other effects |
---|---|---|---|
+5% | |||
+5% | -10% |
| |
+5% | -5% |
| |
-5% | +5% |
| |
+5% | |||
-5% | +5% |
| |
+5% |
| ||
| |||
-5% |
| ||
+15% | -15% |
| |
+5% |
| ||
-5% | +10% |
| |
+5% |
| ||
+5% | |||
+5% | -5% |
| |
+10% | |||
-10% |
| ||
+5% | |||
+2% | -2% | ||
-10% | +5% |
| |
+5% | -5% | ||
+10% |
| ||
+5% | -10% |
| |
+10% | -10% |
| |
-5% | +5% | ||
-5% | |||
+5% | -5% |
| |
-10% | +5% | ||
+5% |
| ||
-5% |
| ||
+5% | -5% |
| |
-5% | |||
+5% | -10% |
| |
-10% | +10% | ||
| |||
-5% | +5% |
| |
| |||
-5% |
| ||
-5% | +5% |
| |
+5% | -3% | ||
+5% | |||
-10% | +5% | ||
-10% | +5% | ||
+5% | |||
-5% |
| ||
+10% | -10% | ||
-2% | |||
-10% | +5% |
| |
-5% | |||
| |||
-5% | +10% | ||
| |||
+5% |
| ||
+10% | -10% |
| |
+10% | -10% |
| |
+5% | |||
-12% | +10% | ||
+10% | -10% |
| |
+5% | -5% |
| |
-5% | +5% | ||
-5% | +5% |
| |
-5% | +5% | ||
+5% | -5% |
| |
| |||
-15% | +10% |
| |
-10% | +10% |
| |
-20% | +10% |
| |
-3% | |||
| |||
-10% | +10% | ||
-5% | +5% | ||
-5% | +10% | ||
+10% |
| ||
-5% | +5% |
| |
-10% | +5% |
| |
-5% | +10% | ||
+10% | |||
-3% | |||
+10% | -10% |
| |
+10% | -10% |
| |
+5% | |||
-10% | +5% |
| |
+10% | -5% |
| |
+15% | -10% |
| |
+10% | -10% |
| |
-5% | |||
+5% | -10% | ||
-5% |
| ||
-5% | +5% |
| |
| |||
+5% | -8% |
| |
+5% | -8% |
| |
+5% | -5% | ||
-2% | +5% | ||
-3% | +5% | ||
-10% | +20% |
| |
-10% | +10% |
| |
+5% |
| ||
-5% | +5% | ||
-5% |
| ||
-10% | +5% | ||
-10% | +10% |
| |
-10% | +5% |
| |
+5% | |||
+5% |
| ||
+10% |
| ||
-3% | |||
-10% | +15% |
| |
+5% | |||
+5% |
| ||
+5% | |||
+5% | -5% |
| |
+10% | |||
-10% | +10% |
| |
+5% |
| ||
+5% | -5% | ||
+5% |
| ||
+10% | -10% |
| |
-5% | |||
+5% | |||
-2% | +5% | ||
+5% | -5% | ||
-10% | +10% |
| |
-5% | +5% | ||
-5% | |||
+5% | -5% | ||
+5% | |||
-5% | +5% | ||
-5% | +5% |
| |
+5% | -5% |
| |
+5% |
| ||
-7% | +5% | ||
-5% | |||
| |||
+5% | -3% |
| |
| |||
+5% | |||
-4% |
| ||
+5% | -5% |
| |
+10% |
| ||
-13% | +20% |
| |
+5% | -5% |
| |
+10% | -5% | ||
-10% | +5% |
|
- Each charge consumed generates 50% more mana.
- This item is disabled.
- This item is disabled.
- Permanent bonus health changed to 5% of damage amount.
- Total cost changed to 2950.
- Eminence base bonus attack damage changed to ( 15 / 10).
- Eminence bonus attack damage per stack changed to ( 2 / 1).
- Eminence duration changed to ( 90 / 45) seconds.
- Hatefog base damage per tick changed to 10.
- Hatefog AP ratio per tick changed to 0.7% AP.
- Each charge consumed generates 50% more mana.
- This item is disabled.
- Gain a stack every 40 seconds.
- Lightshield Strike heal health ratio changed to 4% of missing health.
- This item is disabled.
- Each charge consumed generates 50% more mana.
- Champion damage cooldown changed to 8 seconds.
- Non-champion damage cooldown changed to 4 seconds.
- Each charge consumed generates 50% more mana.
- Base heal ratio changed to 1.5% of maximum health.
- Heal health ratio changed to 3% of missing health.
- Bonus gold changed to 10.
- Mana restored changed to 10% of maximum mana.
- Energy restored changed to 10% of maximum energy.
- Cooldown changed to 15 − 10 (based on level) seconds.
- Bonus AD ratio changed to 15% bonus AD.
- AP ratio changed to 10% AP.
- Damage per soul changed to 4.
- Cooldown changed to 15 seconds.
- Cooldown changed to 15 − 8 (based on level) seconds.
- Automatically exchanged with .
- Stats gain changed to every 6 minutes.
- Melee champions triggered attack bonus health changed to 10.
- Ranged champions triggered attack bonus health changed to 6.
- Cooldown changed to 60 − 30 (based on level) seconds.
- Base damage changed to 50.
- Health ratio changed to 20% of maximum health.
- Initial cooldown changed to 8 minutes.
- Cooldown changed to 40 seconds.
- Bonus health per stack changed to 5.
- Additional bonus health threshold changed to 80 minions or monsters.
- Cooldown changed to 180 − 60 (based on unique swaps) seconds.
- Cooldown reduction per unique summoner spell changed to 20 seconds.
- Boots grant changed to 8 minutes.
- Time reduction per takedown changed to 30 seconds.
Click on the tabs above for more information.
Champion Select[]
Each player will be rolled a single champion picked randomly from their own available champions, with the collective players' rolls processed sequentially. Teams are blind to the picks of the opponents.
When a player rerolls their champion, the previous champion is placed into the team's Available Champion Pool (aka the Bench); each team has their own bench. Any player can swap their champion with one from the bench if they own it or it is in Free champion rotation.
Available Champions[]
Available champions include champions owned & champions in Free champion rotation. The pool of champions that may be randomly assigned to a player in the initial roll consists of:
- Owned champions
- Free champion rotation
- A select number of champions who are always available in ARAM (free roster)
ARAM free roster[]
Reroll[]
In a matchmade game, the player can reroll their randomly assigned champion by consuming a reroll credit. A reroll will exclude champions that have already been rolled by any player in the lobby.
The player can have up to 2 reroll credits, and a credit is rewarded for earning 250 ARAM points. ARAM points are earned every time the player completes a matchmade ARAM game. The number of points granted is based on the number of available champions, the ARAM free roster plays a constant factor.
- 65 = ARAM free roster
- 1.5 = Multiplier
- Result is rounded down.
- Notes
- The number of points granted after every match can be seen on the post-game screen above the "Dice" icon tooltip.
- Any points that reach in excess of the credit reward goal will rollover to count towards a second credit, if available. A roll credit is ensured every two matches.
- To ensure a reroll credit every single match, a player needs to own 57 champions not contained in ARAM free roster. To ensure this at all times a player needs 122 unlocked champions.
- Gaining Leaver / AFK status will disable point rewards for that match.
- If the game is dodged, any used reroll credits will be refunded to all other players. This does not occur for the dodging player and their premade party.
Skin Boosts[]
In a matchmade game, the player can purchase a 200 bonus from that game while their teammates get 100 bonus.
Skin Boost during champion select that grants all members on the team a one-game only skin, chosen at random, for the champion that they're using that game. Additionally, the benefactor earns a- If the game is dodged, the is refunded.
- If the player changes their champion, that champion is also given a skin. Should the player reobtain a given champion, the skin will not be redetermined.
- Other players can see who purchased a Battle Boost.
- Battle Boosts cannot be purchased with 10 seconds remaining.