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How do I win more in ARAM?

BLU Medic··1 votes·3,864 views

I'm too stupid to comprehend playing Summoner's Rift or Twisted Treeline, but I want to do better in ARAM. I have way more loses than I have wins though, and I find it nigh impossible to carry my team. I also don't know how to itemize depending on situations. What can I do to improve? How do I get team mates to follow when I initiate? How do I beat a team of ADCs and heal-spamming tanks? And how the hell do you play Master Yi? Assuming that I own 25 champions, what is the chance that I'll eventually get to play Vel'Koz (who I own) in ARAM?

My issue is that I can't carry a team. I'm not strong enough, and I lag too much to last hit and get extra gold to buy stuff more quickly.

I know it's dumb asking for help for a non-Summoner's Rift game mode, but still, I am sick of having a 40% win rate.

28 Comments

Raxicor6 votes

Aram is my favorite mode for winding down. I'm not the best at teaching things in detail, but I can give you a couple tips that may help you out.

First off, don't worry about last hitting. Gold generates faster than in other modes. Also a lot of your gold comes from kills and assists here. The minions are mainly there for pushing power. You may noticed that a lot of fights midgame revolve around when the minions reach the tower.

Before initiating you want to wait until your team pokes down the opposing team then pick up someone who is out of position. If you are uncomfortable about initiating or if you find that its just causing you to die a lot, let someone else on your team do it and follow up with them. Also, before you all in on someone, make sure you make them blow their escapes first. Like if its a Caitlyn , wait until after they use the net.

Builds depend on what sort of class your character is:

  1. ADC: build damage/crit/lifesteal, maybe look into a item 3140 if you're against a lot of cc. I think people forget its in that mode.
  2. Tank: look at what the opponent team comp is. If its mainly AP with get magic resist and health, if they're AD then stack on armor and health. If its a combination on the two, build for what you think is the earliest threat.
  3. Mage: build that AP damage! You are the burst the rest of your team needs. item 3028 is a good first buy on mages so that they can spam those spells for longer or if you're a tanky mage, rush that item 3027 !
  4. Assassin: Again, you want that damage that makes those squishies cry. Build AD or AP depending on what your champion scales from. There are certain exceptions like Elise. Riot claims she's an assassin but the state of her kit leaves her as more of a tanky AP caster.
  5. Support: Build like your evil twin. Make them the super tank or APC that they were destined to be before meta put them bot with less gold. x'D

Some champions gain different advantages on this smaller map. For instance if your team already has a tank and you have Nasus, build that puppy like a wizard because his AP damage from E and R hurts A LOT! Remember that item 3027 from earlier? That's the time to rush it! Blitzcrank Is also very versatile on this map. I've seen him tank, bruiser, or mage. Poppy does well on the map because there are two walls that are perfect for her stun.

Okay, on to MasterYi! You probably want to play him pretty passive until lvl 6. His only form of poke is his Q, but don't do it on the champions right away. He returns to the thing he Qed on wherever it goes, including if they ran into the tower! I would suggest using it on minions if an opponent is carelessly standing near them. Be very cautious when you do this and click away from the minion afterward. He is mainly good at cleaning up fights so don't worry about doing the most damage to the enemy. Wait until they're low, E-R-Q to victory! You might just get a penta. ;)

Also champion selection is determined by a random number generator so its impossible to know how often you'll get Velkoz other than its a 1 in 25 chance. lol

Sorry its long winded and some of this you probably already know, but maybe there's a nugget of knowledge in there you can take to the Abyss. :)

Oh one more thing! If you are ADC and the enemy has item 3075 build that item 3102. It will help with that magic damage problem.

BLU Medic1 votes

Those are some great tips, thank you. Got any additional tips for champions like Nunu and Garen, who I seem to pick up a lot? Seems like the number gods are against me, 50 games and still no Vel'Koz. Seen plenty of enemy teams get one, then proceed to kill my entire team because I'm the only person who knows about his passive...

AMYS GRAVE2 votes

haha yeah Nunu and Garen aren't very good in aram. With nunu get a spell shield so you have a little more time to channel your ult without getting the chanel interupted by cc. Banshees Veil is a good idea here. A lot of good advice in the previous post and i'll add that lifesteal is more powerful in ARAM and is a good buy on any reliable auto attacker.

Raxicor2 votes

Do you use Quickcast? I highly recommend trying it out if you don't.

Garen is a lot of fun as eventually people will try to ignore you but can't because of his silence in Q. I personally don't find the recommended items very helpful in his case. I prefer to build him straight up tank. His passive gets super powered after you get item 3065. item 3068 is also good since you'll be up in people's faces. Be very careful of getting kited out of a fight too early. Because of this weakness, I like to wait until my team has made a good stun/knockup then Q-W-E! Save your R for when someone has really low health since it does more damage the lower on health they are. His Q and spin-to-win are also good for peeling some aggro off your carry. Of course with a full tank build he doesn't do a lot of damage so it really depends on if you're more into being a fighter-type.

Nunu can be played a couple of ways. You can play him tank, mage, or AP tank depending on what your team needs. Regardless of what build, I always rush item 3027. The stats are really good for late game and makes you harder to kill. I max his E always for the slow. Then either W or Q depending if I feel like I need the heal or attack speed more. As a mage, you want to use your spells are far away from the other team as possible. Spam those E snowballs as much as you can on squishies. As a tank you want to keep in front and spam you're E on aggressors, in particular champions that rely on autoattacks. Use your W on your team's ADCs when they are autoing, it enhances their attack speed/movement speed and yours if you want to slap someone around. Nunu's R is what makes him shine. If you do it in the secrecy of a bush, the opponent team won't see it. This doesn't mean you need to always do it in a bush to be effective. When I learned of the trick, at first I did some poor placement choices. Don't be like me. Haha! Wait for your team to engage before you do it then run up a couple pace behind the action and press R. You can cancel it any anytime by moving or using a item 3157. The longer it goes, the more damage it does.

BLU Medic1 votes

I've never tried Quickcast, what does it do? I've actually never tried any of them. Heck, I still click on the buttons to level up skills.

I like buying the baby version of Sunfire Cape on Garen when starting off. Thanks.

Raxicor1 votes

How to explain, um usually you have to use the ability then click in order for an ability to fire. With quickcasting it gets rid of the extra click you just hover your cursor over the target and use the ability. It will be very helpful with skill shots. I noticed you like Vel'koz so I thought I'd mention it. You can also set it up so that it only works with certain keys. I use it on all my keys, but its a preference thing. Try it out in a custom game sometime and see if you like it. ^^

BLU Medic1 votes

Thanks, I'll give it a go.

And yeah, I play a lot of bot games. Not a very good player.

Raxicor1 votes

Takes time and practice, but its a very fun game. :)

BLU Medic1 votes

Tell me about it. I've been playing for a year and a half and I'm still too chicken to play pvp outside ARAM and featured game modes.

Raxicor1 votes

Oh yeah? Teambuilder is pretty relaxed for Summoner Rift pvp and you don't have to fight someone else for your spot on the map. I understand though, I play Aram more these days. Sometimes I just don't have the patience for farming minions. lol

BLU Medic1 votes

I tried a game of team builder and got raged at for not healing enough, after the Mundo on my team decided to feed Lee Sin. I do play the featured game modes, although I haven't played the last two; Nemesis Draft seemed boring and Hexakill on TT just seemed weird.

Gear Kitty3 votes

As a fellow ARAM fan, i'll give a few pointers others might not of dropped on you.

  • Keep track of your Healing Relic timers: They start at 3:10, and respawn every 30 seconds and can make or break a seige! Try to share them out if you can. That doesn't mean to hold it there forever because that one low-HP Ez on your team just won't pick it up, you can't help idiots. Someone needs to take it in that scenario, it'll come back again in 30 seconds and that's okay!

  • Keep your eye on the prize: Even if your team is entirely AP Mages and Supports, SOMEONE needs to build in a way so they can focus down a tower. Whether that means AD Lulu or a couple item 3057 on your team depends on who you have an who the enemy has. The only objective on ARAM is to destroy the enemy's Nexus, and that means you need to hit buildings. Waiting for late game when the Bonus AP damage starts piling up can be too late. This is where a item 3050 shines on some people.

  • Know Thy Enemy, Know They Self: Knowing the expected damage/CC duration/recharge of all the abilities in the game will go a LOOOONG way. Timing your team's ults/CC for a big engage is one of the foremost ways to win. If Fiddle keeps wasting his Ult when J4 only has 10 more seconds before his is up and Leona blew hers 20 seconds ago and Rumble is using his just for waveclear, you're gonna have a bad time.

  • Have a go-to first buy for all the champion classes, and make it quick: This is the downfall of so many team early game. The STUPIDEST THING I've seen in ARAM is someone sitting around at the start of the match, waiting so they can go to lane with a item 1058. The power the item gives you is MUCH WEAKER than the fact that you just handed the enemy team a 4v5 for several minutes. You're not getting CS, Assists, good Exp, or Kills if you're just sitting at base waiting for your first buy. The only class of champion that I might change a first-buy with are ADCs. I'm a rebel who believes Hexdrinker is a truly good buy when faced with a Magic heavy team, and as such, if I'm against one, instead of going item 1036-item 1001-item 1051-item 2003x5-item 2004x2, I go item 1036-item 1001-item 1033-item 2003x3-item 2004x2 Which leads into the next tip.

  • SUSTAIN IS QUEEN!!!: If you go into the fray with no plan for negating your enemies' damage, you are going to lose. End of Story. Do Not Pass Go, Do Not Collect $200. You either have sustain in your kit (healing AND mana), you watch the Relics like a hawk, or YOU BUY POTIONS SERIOUSLY THEY'RE SO CHEAP. If your first buy leaves no room for potions, it's a bad first buy. Healthbars are so low and Healing is so weak that you have to be able to keep YOURSELF upright. I start all my mana Mages with a item 3010, and many of my tanks the same way (Singed, Maokai, Galio, Sejuani, Leona just to name a few). Cata and 3Red-2Blue is a perfect early sustain option. Too many people buy early Mana-Regen and go OOM for 3 minutes because their total mana isn't enough for good regen. I laugh at them while I chuck a near-endless supply of Nidalee spears, Karthus skittles, and Donger rockets. Yes, your damage WILL suffer in the early game if you rely on the AP in items, but the enemy will have no choice but to blow more blue-bar your way to eat through your Health and Sustain.

  • ** Know your SPEED, and contest the Bush**: This comes from the quick buy at the start. Unless the enemy team has vision in some way (Nidalee/Caitlyn traps, Ashe E, Quinn, Ziggs, Lux, etc.) you need to fight over the bush at the very start. My hard rule is, if I reach my second turret by the 35 second mark, I face check the first and maybe second middle bushes. Anything after that and I probably hold by the tower. For me, ADCs are the toughest to do this with because they have the most items I purchase. Mages get the Cata, Tanks get the Cata or item 3211+3Red+2Blue (or 5 Red if they don't use mana, hello Garen!) Assassins depend on the champ, but my APMana Assassins grab a Cata anyway. For most of my roster, I get off the starting block by the 13-15 second mark, which gives plenty of time to get to the bushes. You have to fight over those bushes because otherwise you give the enemy team full power in the first minute. I've seen so many good teams fall apart and want to surrender at the 3 minute mark because they gave up First Blood, don't be like that.

  • -Someone- needs to Tank: Just as someone needs to be a turret threat, someone needs to be a meatshield in some way. Baiting out your enemy's poke and focus onto someone who can handle it is just as important on the Abyss as it is on the Rift. If everyone is a super squishy support who only shields themselves, you're gonna have a bad time. That doesn't mean you have to buy a Randuin's and Banshee Veil to do so. A nice tanky build for many mages is item 3027+item 3151+item 3157. It gives good AP, a lot of Health (so your passive regen is stronger too, don't scoff at that), and armor for turrets and AD. item 3001 or item 3105 or item 3065 (if you self heal or spell vamp) are your MR options.

I have a specific Teemo build I use almost exclusively in ARAM. item 3027 item 3152 item 3151 item 3065 (item 3111 OR item 3047) and (item 3115 OR item 3165) Teemo WILL BE FOCUSED by the opposing team. You can't deny that, the Global Taunt is too strong. Played normally, he either has to hide a lot and shroom up, or take to the frontline and tank the enemy. With this build (and bonus MR/Armor/AP from Runes) You WILL survive MUCH longer than a normal Teemo, enough that your team should be able to counter-engage on your now On-Cooldown enemies. I've had soooooo many opposing teams rage at my MAANMO build for being near unkillable, and falling into the trap of focusing the tank. SpellVamp doesn't apply to his E damage, but his Q is single target and his shrooms can hit a whole wave if you bunch them up first, he heals almost as fast as a Vlad.

BLU Medic1 votes

I wish I could upvote more. I do try to contend the bush, if we get that bush, we get the minions and we get the money... Unless I've ended up with a champion I have no idea how to play and don't know what to buy.

I don't get why people stop buying potions. I was playing Garen yesterday (traded for him one match, got him in a second) and I was buying so many potions.

Gear Kitty1 votes

Garen is probably my 2nd favorite champ to ARAM on, the first being Sion. Sion I start the Cowl+3+2, but as I said, the big G-money gets all the healing, ever.

I rush a Visage on both and then boots to counter the enemy, followed up by a major tank buy for Garen (sunfire, Aegis, or Banshee if they're all Magic damage), while Sion gets an Iceborn Gauntlet.

You can scoff at that, but I run scaling CD Glyphs on both of them (and in fact, anyone I own who scales off AD). With it, Sion's abilities come back pretty quick once ranked a bit, and the Sheen and Slow procs can be activated AFTER he dies for bonus damage and an easier chase.

Garen and Sion are just straight ham for days. Them and Singed don't have bad games often, cause they're just too much fun! Oh, and Garen is one of those champs that love a Zeke's purchase, at least when his team is AD heavy. He'll stick around the longest, so everyone is getting that bonus AD and LS, and it gives his attacks just a little more oomph. Also Phantom Dancer if you have to go carry, his Spin-To-Win can critically hit.

BLU Medic1 votes

Is it worth using CD quints and health regen runes? I don't have any level 3 runes apart from armor and magic resist (they're fucking expensive). I didn't know about Phantom Dancer, I'll have to give that a go. I'd use Atma's Impaler but, um...

Gear Kitty1 votes

With just Scaling CDR Runes and the CD Mastery, I reach more than 17% CDR at level 18 on my AD champions WITHOUT buying any CDR items.

To put it in perspective, that's 10 seconds off of Jinx's R (60 -> 50ish). Same for Sion's ult. Garen's is dropped to about 66 seconds from 80, and that's BEFORE you account for his Visage or Black Cleaver.

The reason I do Scaling instead of Flat is because early game, AD champions have relatively shit fucked mana management. If your abilites came up faster, you'd want to use them more, and thus go OOM faster as a result. I hedge my bet on getting to late game, Scaling starts beating flat at around level 6-8 I think, and unless you just really really suck, you're gonna hit that point.

Only Play Darius1 votes

You don't reliably win ARAM.

ARAM for the most part isn't based on skill. ARAM is decided on which team has more champions that can do damage without getting near the enemy.

Aatrox Tryndamere RekSai Trundle XinZhao Warwick are some of the biggest turds in ARAM. They are designed around splitpushing and small skirmishes, neither of which are possible in ARAM.

Meanwhile Xerath TwistedFate Lux Ezreal Blitzcrank Caitlyn Brand Ashe Malzahar Morgana Velkoz Karma are extremely overpowered because they can constantly damage you without stepping in harm's way. In summoner's rift you beat them by either flanking them or simply pushing another lane so they are forced to fight on your terms, neither is possible in ARAM. You have only one path to reach them, and their entire team is always standing in your way.

ARAM is supposed to be a less stressful gamemode BECAUSE skill is not the main factor in victory. ARAM is good for learning champs you would have otherwise never played, but if you are looking to ARAM for general improvement, you won't find it.

NazgulStig1 votes

In ARAM it all depends on your champion and even though people say your skills have nothing to do with a win I disagree. Your skills are important no matter what map you play. Many people cant play Aatrox in ARAM and even say that he is useless, that is probably because you never built Aatrox for team fights. Aatrox is one hell of a tank in ARAM mainly due to the fact that he has two lives, AOE burst(little bit AP will increase it), knock up, etc. ARAM is the best place to try and learn how to build a champion for team fights and in case of assassins you will learn that the time to engage in a team fight is crucial. One good example is Yi, you don't just run in to the enemy team and Q and pray to live, you wait for their hard CC to go down and then jump on the low hp/ squishy target, this will make you chain Q because it almost resets on kill. Coming to champions and their effect, it is a true fact that a poke heavy team will dominate an all melee/low poke team but it doesn't mean you will lose. A poke heavy team like Velkoz Xerath Ahri Orianna Jinx against an all melee team seems unfair but allow them to push to your turret and this will give you a chance to jump on to them, go aggressive, talk to your team and make a strategy, interrupt their ults and this will mean the glass canon team will lose to you. They have damage and range but you can be tanky and once in melee range they cant do much as they are mostly glass canon. ARAM is not only a place to learn team fights, champions and builds, it is also a place where you learn to exploit weaknesses a champion has and proper counters. BTW I am new to the forum and this is my first post so feel free to correct me if I am wrong.

BLU Medic1 votes

I got Aatrox in ARAM once, he was pretty fun. I quite like playing tanks/tanky supports but struggle early on because poke is painful. The problem I find is that very often the poke-heavy team also has a healer (damn you Sona/Nidalee), which is a bit harder to counter.

NazgulStig1 votes

[{quoted}](name=BLU Medic,realm=NA,application-id=WEuoGbmp,discussion-id=OdGqI4jj,comment-id=00020000,timestamp=2015-03-30T06:53:17.444+0000)

I got Aatrox in ARAM once, he was pretty fun. I quite like playing tanks/tanky supports but struggle early on because poke is painful. The problem I find is that very often the poke-heavy team also has a healer (damn you Sona/Nidalee), which is a bit harder to counter.

Nidalee is very irritating and Sona as well but Nami(I recently got a penta with Nami) is the most irritating healer in ARAM. Nid is irritating due to her spears which people don't dodge. But these champions are irritating in SR as well. Early on play a it careful and dodge skill shots and catch them when you get a chance. If 4/5 of your team is down then don't fight, run back and cover the turret. In ARAM if you lose a turret early on it puts tons of pressure on you. When a poke heavy team has a healer then tell one of your team mate to keep him/her busy, this means their healer is busy healing him/herself and not helping their team which can even result in an ace. ;)

BLU Medic1 votes

Kill the medic, got it.

I suppose that should have been obvious to me...

Maximum Zilean1 votes

The mode is partly luck based. And because of this some games will be flatout unwinnable from the start (Rare, but it happens sometimes in ARAM).

Even if your entire team rolls a bad comp of 5 bruisers against their poke comp, its best to tank up and stall. (Most high poke champions fall off later in the game). This gives you free engages because they can't reliably wear you down.

And another key thing I can recomend. Build for the situations the game throws at you.

Lets say you roll XinZhao against their poke heavy comp. Build tanky and initiate fights. Sure you won't deal L33T DPS, but your being a huge threat by isolating their carries with a good ult.

Gym Leader Yaki1 votes

Well if you have an ARAM account (only good ARAM champs), then it should be fairly easy. Some champs are poke, some champs are "wait until it's the right moment to go in" (Master Yi), and some are "wait until our ultimates are all up and lets go in" (like Malphite).

Chaining ultimates is HUGE when you have champs with power AOE ults.

BLU Medic2 votes

But having an ARAM only account is lame. Getting Nunu/Garen/Kha'Zix/Rek'Sai/Olaf/Aatrox/etc. is all part of the fun.

I get 'bad' champions so often...

4nth0l0gy1 votes

My biggest tip is to watch your team's summoner spells in champ select. One of your slots is almost always going to be filled by summoner 4, or maybe summoner 6, but your other slot is very wide open. A lot of people take summoner 7, and I think that's a good choice on an ad carry like Vayne or Caitlyn. However, sometimes you need an summoner 14 for a DrMundo or a Swain. Or maybe they'll have something scary like a MasterYi or a Katarina; never hurts to take summoner 3 for something like that. Maybe your team is really pokey and mana reliant; giving five players free mana with summoner 13 can make a huge difference before people get their mana items.

I try to make sure my team has at least 1 summoner 14 and 1 summoner 3 always; if we don't already, I usually try to take one of them myself. You wouldn't believe how many first bloods summoner 14 has netted me after an enemy flashes away.

BLU Medic1 votes

I generally take both Heal and Flash, but I take Clarity on someone like Sona or Soraka and it worked really well with a Xerath on my team yesterday. You're right though, I should be more flexible.

gr8job1 votes

With the changes to chalice, I would not run clarity anymore. It's very useful early on, but becomes dead weight towards midgame. I would consider adopting this item on practically any mana user. Once you upgrade it to Athene's, you can absolutely spam to your heart's content. The 30% regen on kill or assist is GODLY in a mode where kills are happening constantly. Same goes for the Fury elixir. Buying it on any ADC at level 9 is a great idea, unless you are sacrificing it for an IE finish.

I have 60 wins above losses in ARAM, and the advice given by Gear Kitty below covers pretty much whatever I would say.

Additional snippets of advice: ALWAYS ALWAYS poke tower if you're ranged and can do it safely. I often see people just hovering in front of the enemy tower, trying to poke the enemies. If you can hit the tower, DO SO! I would estimate 90% of games are lost due to unfair fights. It seems like a simple concept, but so many folks try to engage 2v5 or 3v4. And this happens as a neverending cycle until the game is lost. If there are four people hitting your tower, and you're the only one up, please just wait for backup. Don't take any damage. Unless you have good sustain, just die if you're extremely low health, especially if you have a ton of gold stockpiled. Just make sure your team knows this is your intention before you dive 1v5. Also, make sure that being dead at that moment won't cost your team an objective or teamfight. A good time is after winning a fight, like if you have 4 people alive vs. their 2. A bad time is when your inhibitor is contested, or when you're pushed all the way to their tower and they have 3 full-health champions returning from base.

BLU Medic1 votes

{quoted} If there are four people hitting your tower, and you're the only one up, please just wait for backup. Don't take any damage. Unless you have good sustain, just die if you're extremely low health, especially if you have a ton of gold stockpiled. Just make sure your team knows this is your intention before you dive 1v5. Also, make sure that being dead at that moment won't cost your team an objective or teamfight. A good time is after winning a fight, like if you have 4 people alive vs. their 2. A bad time is when your inhibitor is contested, or when you're pushed all the way to their tower and they have 3 full-health champions returning from base.

These two are the biggest things. I find, if I'm not dying much and need to die, I never have a good opportunity to do so; my team mates just throw themselves in over and over and I can't risk dying else I'll lose the turret.

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