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.

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
Champions
Hecarim
- Ability Haste
- 10changed to 0
Augments
Brass Blast
- Cooldown
- 75schanged to 50s
- Minion Damage
Removed
Ravenous Bind
- Bonus Health Heal Ratio
- 0.1changed to 0.12
- Base Heal
- 50–200changed to 75–300
Squishy Slappy Grab
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
Soul Eater
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
Titan’s Resolve
- Stacks of Juggernauting required for each Juggernauting level
- 10changed to 7
Armored Impact
- Damage
- 50–125 + 250% bonus Armorchanged to 25–125 + 220% bonus Armor
Weapon of Destiny
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
BEES!!!
- 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
Crimson Cobalt
- Mark VFX
- Visible to all playerschanged to Visible only to the augment owner
One Hit Wonder
- Effect
New [Ability] gains increased damage based on your Ability Haste but no longer benefits from Ability Haste.
RISE!
- Effect
New Killing enemy champions with your Ultimate resets the cooldown, up to 3 times.
Stay Resolute
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
Take ‘Em Down Down Down
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
Who wins and who loses
Rule changes and bug fixes
What to play after Patch 26.22
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.



