ARAM Mayhem Patch 26.22 Notes: Tank Augments Buffed

Tanks get breathing room in ARAM: Mayhem as penetration and missing-health augments lose bite and survivability picks are buffed. Two maps also return to the rotation.

ARAM: Mayhem Patch 26.22 is a tank patch. Weapon of Destiny and Hecarim are nerfed, Take ‘Em Down Down Down is adjusted, and Soul Eater, Titan’s Resolve, Ravenous Bind and Squishy Slappy Grab are buffed. The fighters that were melting frontliners lose some of their scaling, and the champions who stand in front finally get augments worth taking. Butcher’s Bridge and Koeshin’s Crossing also return to the map rotation.

TL;DR

  • Anti-tank damage comes down: Weapon of Destiny is nerfed on all four penetration values, and Take ‘Em Down Down Down is adjusted to a flat 17% missing-health proc that no longer scales with attack speed or ability haste.
  • Survivability is buffed: Soul Eater now gives 30 health per stack instead of 20, Titan’s Resolve needs 7 stacks per level instead of 10, and Ravenous Bind and Squishy Slappy Grab both heal or shield for more.
  • Poke and burst get trimmed: BEES!!! is adjusted with lower top-end base damage and a slower hive, Armored Impact is nerfed, and Hecarim loses his 10 ability haste bonus in the mode.
  • Maps are back: Butcher’s Bridge and Koeshin’s Crossing are enabled again with Headliner performances.

Full changes in ARAM: Mayhem Patch 26.22

Fourteen entries change this patch: one champion and thirteen augments. Each card below carries its verdict and the before and after values. If you want the baseline these changes react to, last patch’s changes set up the fighter-heavy state this patch is correcting.

Champions

Hecarim

Nerfed
Ability Haste
10changed to 0
MID.GG analysis

Losing his mode-specific haste bonus means fewer rotations of his spin and slower access to his charge, which cuts into his ability to dive and close out games. He remains playable, but he is no longer a comfortable blind pick.

Augments

Augment

Brass Blast

BuffedGold
Cooldown
75schanged to 50s
Minion Damage
Removed
MID.GG analysis

The shorter cooldown means more uses per fight, while losing minion damage stops it from doubling as wave clear. It favors players who save it for champions rather than lanes.

Augment

Ravenous Bind

BuffedGold
Bonus Health Heal Ratio
0.1changed to 0.12
Base Heal
50–200changed to 75–300
MID.GG analysis

Higher base healing and a better bonus health ratio make it a real sustain option for health-stacking tanks and bruisers. Dr. Mundo and similar champions get the most from it.

Augment

Squishy Slappy Grab

BuffedPrismatic
Riot’s reasoning

Survivability augments were too weak against bursty fighters, so the shield on this prismatic grows.

Shield per Pulled Target
50–200 + 50% bonus Armor + 50% bonus Magic Resistancechanged to 100–300 + 70% bonus Armor + 70% bonus Magic Resistance
MID.GG analysis

Both the base shield and the resist ratios rise, so hook and pull champions like Blitzcrank are rewarded for catching several targets. It makes engage supports far tankier after a successful grab.

Augment

Soul Eater

BuffedGold
Riot’s reasoning

Tanks felt fragile against fighters and early poke, so this survivability augment gives more health per stack.

Health Gain per Stack
20changed to 30
MID.GG analysis

A 50% larger health gain per stack makes it one of the best picks for frontliners in long games. Tanks who survive early fights now scale into real durability.

Augment

Titan’s Resolve

BuffedPrismatic
Stacks of Juggernauting required for each Juggernauting level
10changed to 7
MID.GG analysis

Needing 7 stacks per level instead of 10 means tanks and juggernauts reach full power faster in each fight. Frontliners who stay in combat, like Sion, get the most from it.

Augment

Armored Impact

NerfedGold
Damage
50–125 + 250% bonus Armorchanged to 25–125 + 220% bonus Armor
MID.GG analysis

The nerf lowers both the low-end base damage and the armor ratio, so armor-stacking tanks deal less with it. Survivability augments like Soul Eater are now the stronger choice for most frontliners.

Augment

Weapon of Destiny

NerfedGold
Riot’s reasoning

Its penetration made tanks feel paper-thin, so every penetration value is lowered.

Flat Armor Penetration Scalar
35changed to 20
Flat Magic Penetration Scalar
25changed to 15
Percent Armor Penetration Scalar
0.25changed to 0.15
Percent Magic Penetration Scalar
0.15changed to 0.09
MID.GG analysis

Fighters and assassins lose their go-to answer to frontline-heavy teams. Damage dealers should treat it as a niche pick rather than a default.

Augment

BEES!!!

AdjustedGold
Base Damage Scaling
75–200 + 150% bonus AD + 70% total APchanged to 75–140 + 150% bonus AD + 70% total AP
Hive Travel Time
0.75schanged to 1.1s
MID.GG analysis

A lower top-end base damage and a slower hive make it less reliable as a poke tool late in the game. Hybrid AD and AP champions can still use it, but it is easier to dodge and hits softer.

Augment

Crimson Cobalt

AdjustedGold
Mark VFX
Visible to all playerschanged to Visible only to the augment owner
MID.GG analysis

Hiding the mark from enemies takes away their warning, and the bug fix means champions with empowered basic attacks now consume it properly. Both changes help auto-attack users get full value.

Augment

One Hit Wonder

AdjustedGold
Effect
New[Ability] gains increased damage based on your Ability Haste but no longer benefits from Ability Haste.
MID.GG analysis

The chosen ability stops getting shorter cooldowns from haste and instead turns that haste into extra damage. It suits champions built around one big ability rather than spamming spells.

Augment

RISE!

AdjustedPrismatic
Effect
NewKilling enemy champions with your Ultimate resets the cooldown, up to 3 times.
MID.GG analysis

Resetting the ultimate on kills, up to three times, rewards champions whose ultimate is a finisher. Execute-style fighters like Garen can chain cleanups in long teamfights.

Augment

Stay Resolute

AdjustedSilver
Riot’s reasoning

Tanks were struggling to survive early poke, so this survivability augment shifts its resist gains toward the first levels.

Armor and Magic Resistance per Ability Hit
Level 1 / 7 / 11–1 / 2 / 3changed to Level 1 / 11–2 / 3
MID.GG analysis

It now gives more resists per ability hit before level 7, then matches its old value until level 11. Ability-heavy tanks benefit most in the early skirmishes where poke used to decide the game.

Augment

Take ‘Em Down Down Down

AdjustedGold
Riot’s reasoning

The proc’s attack speed and haste scaling let fighters tear through tanks, so it now deals a fixed share of missing health.

Five-Hit Proc Damage
(15 + 5% bonus Attack Speed + 0.15% total Ability Haste)% Missing Healthchanged to 17% Missing Health
MID.GG analysis

Attack-speed and haste stackers lose the most, while low-attack-speed bruisers keep roughly the same damage. Tanks are the main winners because the proc no longer outscales their health.

Who wins and who loses

The Take ‘Em Down Down Down change is subtler than it looks. The old proc started at 15% and grew with bonus attack speed and ability haste, so the flat 17% is roughly even for a low-attack-speed bruiser and a clear loss for anyone stacking attack speed. Weapon of Destiny takes the bigger hit: every penetration value drops by around 40%, which removes most of the reason fighters and assassins took it into tank-heavy comps.

Tanks are the clear winners. Soul Eater’s health stacks grow by half, Titan’s Resolve levels up faster, and Ravenous Bind’s base heal now reaches 300 at the top end. Stay Resolute is adjusted rather than buffed outright: it now grants 2 resists per ability hit from level 1, then 3 from level 11, so it front-loads its value into the early fights where poke was dominating.

Rule changes and bug fixes

The returning maps are the headline rule change, and the final page of the Journey to Stardom missions is now open. The fixes that affect games: Crimson Cobalt marks now pop correctly on empowered basic attacks, Jeweled Gauntlet gives the right crit chance with escAPADe and ADAPt, Mosh Monster’s slow no longer lingers after death, and Weapon of Destiny keeps its bonus on the right item when that item transforms. Get Jinxed no longer roots you after a fountain-turret death, and the Pentakill headliner now offers Udyr his level 18 ultimate upgrade.

What to play after Patch 26.22

Lean into frontline champions and the survivability augments that just got stronger. These picks get the most from the buffs; browse our champion pages for builds once you lock in.

  • Dr. Mundo (tank): his bonus health stacking feeds both Ravenous Bind’s higher heal ratio and Soul Eater’s bigger health stacks, so he gets harder to kill as the game goes on.
  • Blitzcrank (support): Squishy Slappy Grab now shields for more on every pulled target, with resist ratios up to 70%, so landing a hook into a group pays off twice.
  • Sion (tank): Titan’s Resolve reaches each level after 7 stacks instead of 10, which suits a champion who is always in the middle of the fight.
  • Garen (fighter): his ultimate is a natural finisher, so the RISE! cooldown resets on ultimate kills fit him well in drawn-out teamfights.
TipRe-check your fighter augments

If you were taking Weapon of Destiny or an attack-speed Take ‘Em Down Down Down build on every fighter, test a survivability augment instead. Hecarim in particular loses his haste bonus and gives up some of his engage uptime, so he is a weaker blind pick this patch. The rest of the patch is in the LoL Patch 26.22 notes, and the latest mode updates live in our ARAM: Mayhem patch notes.

Frequently asked questions

What changed in ARAM: Mayhem Patch 26.22?

Patch 26.22 shifts ARAM: Mayhem toward tanks. Weapon of Destiny, Armored Impact and Hecarim are nerfed, while Take ‘Em Down Down Down, BEES!!! and Stay Resolute are adjusted. Soul Eater, Titan’s Resolve, Ravenous Bind, Squishy Slappy Grab and Brass Blast are buffed, and Butcher’s Bridge and Koeshin’s Crossing return to the map rotation.

Was Take ‘Em Down Down Down nerfed in ARAM: Mayhem?

It was adjusted, not nerfed. The five-hit proc now deals a flat 17% of missing health instead of starting at 15% and scaling with bonus attack speed and ability haste. Low-attack-speed champions barely notice, but attack-speed and haste builds lose damage, which mostly helps tanks survive fighters late in the game.

Is Weapon of Destiny still worth taking after Patch 26.22?

It is much weaker. Weapon of Destiny is nerfed on all four penetration values, each cut by around 40%, so it no longer shreds tanks the way it did. It can still fit damage dealers into squishy teams, but into a frontline-heavy comp a survivability or damage augment is usually the better pick.

Which maps returned to ARAM: Mayhem in Patch 26.22?

Butcher’s Bridge and Koeshin’s Crossing are back in the ARAM: Mayhem rotation in Patch 26.22. Both maps had been unavailable and now return with Headliner performances enabled. The patch also opens the final page of the Journey to Stardom missions, so you can finish the event track and claim its rewards.

Sources

  1. Riot Games: League of Legends Patch 26.22 Notes
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