ARAM Mayhem Patch 26.21 Notes: Headliners Arrive

Every Mayhem game now runs under a Headliner rule twist, and the augment pool has turned over toward shields, health scaling and Summoner Spell gimmicks.

ARAM: Mayhem Patch 26.21 resets how the mode plays. Every game now runs under a Headliner rule twist, the augment pool turns over heavily toward shields, health scaling and ultimate spam, and a batch of old favorites leaves. Shield enchanters and health-stacking tanks come out ahead. Butcher’s Bridge and Koeshin’s Crossing sit out this patch while their concert stages are finished.

TL;DR

  • Every Mayhem game now features one Headliner band with its own rule, from K/DA’s extra augment for collecting 4 cards to Command Line rerolling an augment up a tier.
  • Shield and heal enchanters gain the most: Silver Blue Barrier, Sound Barrier, Group Hug and Enchanting Butterflies all pay off for them.
  • Health stackers get two conversion tools, Lich Brain for ability power and Gift of the Drowned for Lethality.
  • Ultimate-spam builds lose Ult Bot but keep the archetype through Ultimate Recursion (50 Ultimate Ability Haste) and Gold Arcane Axiom.
  • Hide on Bush, Poro Stampede, High Roller and ten other augments are removed.

Full changes in ARAM: Mayhem Patch 26.21

Every Headliner and augment on this patch is marked adjusted on its card, along with the list of removed augments.

Champions

Headliners

Adjusted
K/DA
Collect 4 K/DA Cards to earn an extra Augment!
HEARTSTEEL
Augments can come with unique modifiers making them extra strong.
True Damage
Takedowns and destroying towers can drop Anvils for your team.
Pentakill
Increase the power of one of your abilities at the start of the game and at level 18.
Disco
Dance under the disco ball to earn Gold for everyone.
Cafe Cuties
Health relics are especially powerful.
Bees
Collect the honey pots and avoid the bees that fly across the map.
Command Line
Reroll one of your augments to be a higher tier in every selection.
Note
And more to come????
MID.GG analysis

K/DA and Command Line favor champions that spike off one strong augment, while Disco and Bees reward teams that hold map positions. True Damage’s Anvils snowball whoever wins early fights, so engage-heavy comps gain the most from it.

Augments

Augment

Silver Blue Barrier

Adjusted
Note
Gain a Shield whenever you cast an Ability based on the mana cost.
MID.GG analysis

Champions with high mana costs and frequent casts, such as mana-hungry mages and enchanters, get a steady layer of protection. It pairs naturally with Sound Barrier.

Augment

Flow of Spirit

Adjusted
Note
Using a specific ability grants you stacking Attack Speed.
MID.GG analysis

Attack-based champions with a short-cooldown ability get the most out of it, since faster casts keep the attack speed stacks rolling.

Augment

Fruitify

Adjusted
Note
Enemy Champion takedowns create Fruit that can be picked up by you and your allies for healing.
MID.GG analysis

Teamwide sustain makes it a strong pick for enchanters and frontliners in long fights. It snowballs best for comps that already win skirmishes.

Augment

Gift of the Drowned

Adjusted
Note
All Bonus Health from your items is converted to Lethality.
MID.GG analysis

Bruisers who buy health items can turn them into a Lethality burst build without changing their item path. Squishy assassins gain little since they buy little health.

Augment

Hands Off The Talent

Adjusted
Note
Your Attacks deal extra damage if fired from max range.
MID.GG analysis

Long-range marksmen like Caitlyn are the clear winners, since most of their attacks already come from max range. Melee champions should skip it.

Augment

Lich Brain

Adjusted
Note
Gain Ability Power based on your Bonus Health.
MID.GG analysis

Health-stacking tanks such as Sion turn their bulk into damage, letting a tank build threaten kills. It is one of the best picks for AP-scaling frontliners.

Augment

Lonely Warrior

Adjusted
Note
Gain Armor, Magic Resistance, and Attack Speed for every enemy Champion around you.
MID.GG analysis

Divers and melee bruisers who land in the middle of the enemy team gain tankiness and damage at once. It rewards committing fully to engages.

Augment

No Mana, No Problem

Adjusted
Note
All mana from your items is converted to Ability Power.
MID.GG analysis

Mages who buy mana items but do not scale off mana, such as Lux, get a clean damage boost. Champions whose kit scales with mana should avoid it.

Augment

Sound Barrier

Adjusted
Note
Your shields grant Move Speed.
MID.GG analysis

Shield enchanters like Janna and shield-heavy tanks gain mobility to kite or chase. It stacks well with Silver Blue Barrier.

Augment

Ultimate Recursion

Adjusted
Note
Gain 50 Ultimate Ability Haste.
MID.GG analysis

Champions with game-changing ultimates on long cooldowns gain the most from the 50 Ultimate Ability Haste. It takes over the role Ult Bot used to fill.

Augment

Gold Arcane Axiom

Adjusted
Note
Takedowns refund a portion of your Ultimate Cooldown.
MID.GG analysis

Teamfight ultimates that secure multiple takedowns come back fast, which suits area-damage mages and engage tanks. It shines on the team winning fights.

Augment

Armored Impact

Adjusted
Note
Using an Ability causes your next Attack to deal additional damage based on your Armor.
MID.GG analysis

Armor-stacking tanks and wardens who weave attacks between abilities gain real damage without leaving a tank build.

Augment

BEES!!!

Adjusted
Note
Your abilities occasionally fling an exploding beehive at your enemies that deals damage, slows, and applies On-Hit effects.
MID.GG analysis

On-hit builds and ability spammers both get value, with the slow giving extra peel. Champions who cast often trigger it most.

Augment

Brass Blast

Adjusted
Note
Gain a Summoner Spell that allows you to charge up a horn blast to knock back and damage your enemies.
MID.GG analysis

Peel supports and frontliners get an extra disengage or setup tool. It helps teams that lack knockback in their comp.

Augment

CRIMSON COBALT

Adjusted
Note
One of your Abilities marks enemy champions; consuming the mark deals extra damage and reduces the cooldown of your Ability.
MID.GG analysis

Mages and skirmishers with a reliable ability to apply and then consume the mark gain damage and faster rotations. It rewards precise combos.

Augment

Double Time

Adjusted
Note
Damaging enemy champions with two separate abilities in quick succession grants permanent Mana and deals additional damage.
MID.GG analysis

Burst mages who chain two abilities quickly get bonus damage plus scaling mana over the game. It suits combo casters more than single-spell pokers.

Augment

Enchanting Butterflies

Adjusted
Note
Healing and Shielding allies summons butterflies. Once you have enough butterflies, they’ll fly at enemies you damage, dealing additional damage.
MID.GG analysis

Heal and shield supports such as Soraka build butterflies fast and add damage to their otherwise low output. It is a strong enchanter pick.

Augment

Get Jinxed

Adjusted
Note
Gain a Summoner Spell that allows you to jump on a destructive rocket and drive it into your enemies.
MID.GG analysis

Gives any champion an extra engage or finishing tool, so it helps comps short on initiation. Divers who want another gap closer get the most from it.

Augment

Heavy Is The Crown

Adjusted
Note
Gain Attack Damage, Ability Power, and Attack Speed but decrease your own Move Speed. Every Takedown increases this effect and dying decreases the effect.
MID.GG analysis

Ranged carries who stay safe and rack up takedowns benefit most, since the movement penalty matters less from the back line. Champions who die often should pass.

Augment

Jeweled Bracelet

Adjusted
Note
Your Ultimate Ability can now critically strike.
MID.GG analysis

Crit builds and champions with damaging ultimates, such as Lux, gain big burst potential. It loses value on utility ultimates.

Augment

Recoil

Adjusted
Note
One of your abilities will launch you backwards when you fire it.
MID.GG analysis

Ranged pokers who want space after casting gain a free reposition. Melee champions may find it pushes them away from their targets.

Augment

Salvation

Adjusted
Note
Falling to low Health pushes back enemies and heals allies.
MID.GG analysis

Frontliners who take focus first gain a second chance and protect their team. It suits tanks who start fights at the center.

Augment

Sap Magic

Adjusted
Note
Every 10 seconds, your next Attack deals additional damage and heals you.
MID.GG analysis

Auto-attack champions in extended fights get steady damage and sustain every 10 seconds. It favors melee bruisers and duelists.

Augment

Still Here

Adjusted
Note
Gain Attack Damage, Ability Power, and Lifesteal based on how low your Health is.
MID.GG analysis

Bruisers and divers who fight at low health get damage and lifesteal right when they need it. It pairs well with Salvation for all-in fighters.

Augment

Take’em Down Down Down

Adjusted
Note
Damage an enemy champion five times with Attacks and Abilities to gain a burst of healing and extra damage.
MID.GG analysis

Fast attackers and multi-hit casters reach five hits quickly for healing and damage. It suits duelists who stay in fights.

Augment

The Boom and the Bass

Adjusted
Note
After casting an Ability, your next attack deals bonus damage and grants you a burst of Move Speed.
MID.GG analysis

Champions who weave abilities into attacks gain damage and the speed to reposition. Spell-blade skirmishers benefit most.

Augment

Tickle Monster

Adjusted
Note
All Attack Damage from your items is converted to Attack Speed.
MID.GG analysis

On-hit carries who scale with attack speed more than raw attack damage get the most from the swap. Crit and lethality builds should avoid it.

Augment

Upgrade: Stormsurge

Adjusted
Note
When Stormsurge applies Squall, it now detonates in an area, dealing additional damage and marking enemies with a secondary Squall.
MID.GG analysis

Burst mages who already buy Stormsurge gain area damage in clustered teamfights. It fits ARAM’s grouped fights well.

Augment

Weapon Of Destiny

Adjusted
Note
The first Legendary Item you buy gets stronger stats with every takedown.
MID.GG analysis

Carries who expect many takedowns scale their first Legendary Item into a late-game threat. It is a strong pick on any snowball comp.

Augment

Prismatic Big Shot

Adjusted
Note
A large percent of your Attack Speed is converted to Critical Strike Damage.
MID.GG analysis

Crit marksmen who build attack speed turn it into heavier hits. It changes how attack-speed items value on crit builds.

Augment

Bouncing Bees

Adjusted
Note
After using an ability, your next Attack bounces to nearby enemies, prioritizing enemy champions. Complete the quest by bouncing your Attacks to enemy champions to gain additional bounces and Attack Damage.
MID.GG analysis

Attack-based champions who weave abilities between autos gain chain damage and grow stronger as they complete the quest. It shines in grouped fights.

Augment

Group Hug

Adjusted
Note
One of your Abilities that heals or shields also heals or shields nearby allies.
MID.GG analysis

Enchanters like Janna and self-healing champions turn a personal effect into team sustain. It is one of the best picks for shield supports.

Augment

Mosh Monster

Adjusted
Note
Using your Ultimate Ability grants you increased Health and creates a zone around you that slows Enemy Champions. Takedowns increase the amount of Bonus Health you get and the size of the slow zone.
MID.GG analysis

Engage tanks with short-range ultimates gain bulk and a slow zone that keeps enemies in the fight. It scales with a winning team.

Augment

Third Times The Harm

Adjusted
Note
Attacking an enemy champion three times deals a burst of damage and grants you a burst of Attack Speed.
MID.GG analysis

Auto-attack carries and duelists get extra damage and attack speed in short trades. It fits marksmen who fight constantly.

Augment

Totentanz

Adjusted
Note
Gain a Summoner Spell that lets you “Dance with Death”, granting you immortality for 5 seconds, but if you don’t get a takedown during that time, you’ll get dragged to the underworld.
MID.GG analysis

Divers and assassins who can secure a takedown inside 5 seconds get a free all-in. Low-damage champions risk losing more than they gain.

Augment

Removed Augments

Adjusted
Note
Combusting Interest
Note
Crit 'n Cast
Note
Critical Missile
Note
Dimension Shift
Note
DropBear
Note
Dropkick
Note
Fan the Hammer
Note
Hide on Bush
Note
High Roller
Note
Our Healing
Note
Poro Stampede
Note
Spiritual Purification
Note
Ult Bot
MID.GG analysis

Economy and gimmick picks lose the most, with High Roller, Combusting Interest, Ult Bot and Hide on Bush gone. Crit-caster hybrids also lose Crit ‘n Cast and Critical Missile, so plan builds around the remaining pool.

The Headliners matter more than any single augment. K/DA and Command Line raise your augment ceiling, so champions that spike hard off one strong augment get better in those games. Disco and Bees reward positioning on map objectives, and True Damage’s Anvils snowball the team that wins the first fights.

The removals hit gimmick and economy picks hardest. High Roller and Combusting Interest leave, Ult Bot goes, and crit-caster hybrids lose Crit ‘n Cast and Critical Missile. Our win-rate data on the adjusted augments is too early to call, so treat the picks below as reads on the kits rather than settled numbers. Compare with last patch’s changes to see what the old pool rewarded.

TipRead the Headliner before you lock augments

In a Command Line game, take the augment you want upgraded early, since you reroll one up a tier in every selection. In a HEARTSTEEL game, a boosted modifier can outweigh a better base augment, so check the modifier before picking.

What to play

  • Janna (enchanter): her shield feeds Silver Blue Barrier and Sound Barrier, and Group Hug spreads it across your whole front line.
  • Sion (tank): his passive health stacking scales Lich Brain into real ability power without giving up tankiness.
  • Lux (mage): her long-range ultimate pairs with Ultimate Recursion and Jeweled Bracelet, and her mana items convert cleanly under No Mana, No Problem.
  • Caitlyn (ADC): the longest basic attack range among marksmen makes Hands Off The Talent nearly free value in every poke war.
  • Soraka (enchanter): constant healing summons Enchanting Butterflies fast, and Fruitify adds more sustain after each takedown.

Check each pick’s kit and builds on our champion pages, and see the Summoner’s Rift side of the patch in LoL Patch 26.21. Augment-mode players should also read Arena Patch 26.21, and every Mayhem update lives in our ARAM: Mayhem patch notes.

Frequently asked questions

What changed in ARAM: Mayhem Patch 26.21?

Patch 26.21 adds Headliners, a band-themed rule twist applied to every Mayhem game, such as K/DA cards that award an extra augment or Disco gold under the disco ball. It also reshapes the augment pool with many adjusted augments and removes several, including Hide on Bush, Poro Stampede, High Roller and Ult Bot.

Which maps are unavailable in ARAM: Mayhem this patch?

Butcher’s Bridge and Koeshin’s Crossing are out of the Mayhem queue for Patch 26.21 while their concert stages are being finished. Both maps are planned to return next patch, so every Mayhem game this patch is played on the remaining maps. Expect them back with the Headliner theme in place.

What does the K/DA Headliner do in ARAM: Mayhem?

In a K/DA game, collecting 4 K/DA Cards earns you an extra augment. That makes card collection worth real attention, since one more augment can decide late teamfights. Grab cards safely between fights rather than diving for them, because dying hands the enemy tempo that a single card rarely repays.

Which augments were removed from ARAM: Mayhem in Patch 26.21?

The removed augments are Combusting Interest, Crit ‘n Cast, Critical Missile, Dimension Shift, DropBear, Dropkick, Fan the Hammer, Hide on Bush, High Roller, Our Healing, Poro Stampede, Spiritual Purification and Ult Bot. They could return in a future patch, but none of them can be picked in 26.21.

Sources

  1. Riot Games: League of Legends Patch 26.21 Notes

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