ARAM: Basic Tier List.

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Haelstrom

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08-20-2010

After having played quite a few All Random, All MId matches now (suffering both super OP AoE teams of doom on my side, and suffering 6 matches in a row as Udyr, oh my god)- and after hosting quite a few of these ARAM matches, I've come to a pretty decisive conclusion on who's top tier. Note, these are not in any particular order left-to-right.

[Edit:] FFFFUU SMILEY FACES
[Edit2:] Fixed. SMILEY FACESSSS
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[S-Tier: Janna.]

[Janna:] More than AP Yi or Blitzcrank, Janna is the ARAM god. I've yet to play a match where the team with Janna loses. Reasons being, Howling Gale eats a whole minion line with ease, keeping the enemy team closer to their turret easier and keeping the lane pushed - and her Monsoon, due to the nature of ARAM, means instant "hey GTFO for a second HERE WHOLE TEAM YOU'RE ALL HEALED UP " - making it extremely easy to push since it effectively gives the team a 6th buffed version of the Heal summoner spell. She essentially wins the ARAM for you, unto the point I've had to assign a dedicated queue dodger in the event we get one on either team.

[A-Tier: Blitzcrank, AP Twisted Fate, AP Sivir, AP Master Yi, Ryze, Fiddlesticks, Veigar, AP Sion, Soraka, Zilean, Anivia, Taric, Alistar, Kayle, Morgana]

[Blitzcrank:] He is.. amazing. If you have a good Blitz on your team, it's guaranteed kills. Come in at an angle -> Rocket Grab -> your team has a kill. In such a linear game-type and with the range of Rocket Grab in mind, extremely potent skill. Unfortunately, he heavily relies on landing successful Rocket Grabs, as that's.. just about all he's good for in ARAM. Fishing hook -> HEY TEAM, FOOD!

[AP Twisted Fate:] Wild Cards has intense range, and since you're usually guaranteed to have at least one Mana Manipulator on your team, this lets you poke the enemy team even at their turret with 0 repercussions. Free enemy team damage. A TF with good aim = fun times. Ult's not too useful on games that specify no global backdooring, but still has its uses as you push deeper into enemy territory.

[AP Sivir:] Same thing as AP Twisted Fate, she can Boomerang Blade and deal pretty hellacious damage to enemies even if turret hugging at a safe distance. Poking capabilities on ARAM in relative safety = gg.

[AP Master Yi:] Almost S-Tier. Meditate is a very powerful tanking tool in ARAM, and as long as your team has Mana Manipulator / runs the standard Heal/Clarity combo, he's got 100% uptime thanks to Meditate. Alpha Strike is a beastly initiator and fight finisher on ARAM, as the enemy team has a real good chance of being close enough to warrant danger, and we all know how his ult makes this even shinier. However, as some folks do nab Ignite for ARAM and his preservation's relative to his self, combined with the fact you have to time his Alpha Strike when no minions are present to get max results.. he's simply high tier.

[Ryze:] Early game, Spell Flux is a beast. Land it on one of their pokers as they retreat to tower, watch it deal decent damage to their whole team. Rune Prison anyone who over-extends for your team to eat. Rinse and repeat over and over again; I call Spell Flux "BASKETBALLLLL" on Vent. Once you have his ultimate, you're no longer as bound to whether minions are present or not - go nuts with Spell Flux, and watch the enemy team sigh as they're forced to pop heals prematurely (or die.)

[Fiddlesticks:] CAWCAWCAWCAW- no, his ultimate is good, but there'll be no "surprises" with it obviously. His big danger is that Drain keeps him in the lane where others may not be able, Terrify can ruin enemy tower-diving attempts, his innate's got great synergy with AoE comps, and of course - Dark Wind. A decent damaging, silencing harass that bounces 10 times at level 5 per cast on ARAM is beastly; it alone can wreck whole enemy teams to their mounting frustration.

[Veigar:] No, Baleful Strike allowing him to net more AP where others will be fully item dependent isn't why he's A Tier. No, his ultimate's situational and irrelevant. No, Dark Matter's nice but not what does it. It's his Event Horizon. 2.5 second stun at level 5, a 650 range AoE field of doom for 3 seconds can cut off your escape, line your team up for AoE death, and so much more. Due to the linear nature of ARAM's progression, there's no penalty for just popping it on down every time it comes off CD, making Veigar a godly assist. I kid you not, Event Horizon carries ARAM teams.

[AP Sion:] Stun. Check. Initiator shield. Check. Ult that keeps himself and his lane healthy. Check. Shield deals decent AoE damage, harassing and pushing lane at the same time, check. Not reliant on gear to get his health in the good range, check. Very effective pick.

[Soroka:] A big part of ARAM is keeping your team healthy for as long as possible (unless you want to suicide dive to buy things.) Soroka obviously makes that possible, fueling mana and health quite nicely. A well timed Wish as the enemy team gets ballsy and tries to turret dive can equal games being turned around.

[Zilean:] Time Bombs are -great- early game harassment. Pop them on enemy minions, pop them on the feeders of the enemy team, pop them on stealth champs on your team if you have any - I don't need to say why those are good. Time Warp is essential on here, as a few seconds MS boost or drain can mean the difference between life and death with ease in turret-to-turret battles early game, and his ultimate can make team fights go in your favor rather easily.

[Anivia:] Her innate allows her to be aggressive without too much of a problem as it'll be easy for the team to back her up while in egg form. Ice Wall within such limited space is beautiful. Her ultimate is a huge lane pushing/harassing tool, and Flash Frost is another effective harassing tool. Frostbite's not so reliant on AP early game to make it deadly thanks to the frozen~double damage capability, allowing Anivia to build herself up to not be squishy - keeping her in the lane virtually forever as long as she plays to her strengths.

[Taric:] Consistent stuns, durable, innate keeps him laning on mana, a heal, makes your team less squishy and/or can make the enemy team more squishy, and can boost his teammates' attack damage to further capitalize on this. Potent as all hell support.

[Alistar:] Innate means once you guys're on a turret, that turret is more than likely gone before the enemy team can regroup. Pulverize makes over-extending enemies suffer, Headbutt in such limited confines = almost guaranteed kill for your team, ultimate allows you to set up to put the above two abilities to good use, and Triumphant Roar keeps your lane healthy... forever. That right there is the man thing - it's so crucial on ARAM to have an AoE heal, so being able to do so constantly is amazing.

[Kayle:] Heal/speed-up. Good. Slowing nuke. Good. Ranged farm / harass / turret eater. Good. Invuln, godly. She's just an all-around good champion for this game-type, allowing AoE and otherwise carries to do their thing until she gets Rageblade, keeping your team healthy, chasing down the unjust, and allowing turret dives that'd never be possible otherwise.

[Morgana:] This set-up lets her ultimate be usable, Tormented Soil is badass for keeping lane pushed, Dark Binding can stop a kill on your team cold or help your team net a kill, but above all is Black Shield. Black Shield is what puts Morgana on A-Tier; it can seriously cripple enemy burst, enemy spell utility, etc at bad times for them, becoming a very competent counter to several other A-Tier champions.

[Possibly A or B Tier: Gangplank, Kog'Maw, Nunu.]

[Gangplank:] Denying. Using Raise Morale, denying an entire enemy team is just badass. Use it every chance you get, and especially on Cannon Minions, and quickly you'll be 1 level.. 2 levels ahead of the enemy team. Remove Scurvy keeps you laning besides its obvious anti-CC use. A quick Grog-Soaked Blade hit can gimp someone trying to last-second heal off their damage, Parrrley does decent damage and can get you gold early game you'll need, and last but not least: his Ultimate can cut off the enemy team and destroy them. However, Raise Morale denying's effectiveness will heavily depend on whether your team comp can capitalize on that advantage and mine enemy minions fast enough to where that doesn't give them the early game pushing advantage. Without that, Gang falls into B-Tier.

(Kog'Maw:] His innate can be a turret diving doom fest in the right circumstances. Can build to counter tank heavy teams, or build more to capitalize on Void Ooze and Living Artillery's intense range to harass enemy teams in relative safety. In short, he can eat beefy comps alive, and can harass any comp to no end - and even if he manages to die (or intentionally dies to go buy something), he can go "WEEEE" into the enemy team, either damaging/killing some of them, or keeping them off a turret running away from him which allows your team to push in the meantime, making him very potent. However, while he is very potent against most enemy comps and tank comps, having a champ with long range on the enemy team that can get to him regardless of his range hits him pretty hard. Nothing's worse than dying and popping your innate when you're nowhere near the enemy team..

(Nunu:) lol @ Nunu. Visionary keeps him alright on mana costs. Bloodboil helps lane DPS and taking down turrets. Ice Blast is nice although it lacks range, which is pretty much what makes Nunu swing-vote. Absolute Zero can be awesome, although it.. has the same problems in ARAM it does in regular games, the reason why Nunu's so beast for ARAM is Consume. Swear to god, as long as you don't burst him down in one go, he'll never leave the lane unless he intentionally dies to go buy something. It just keeps him up like no other.

[B-Tier: Teemo, Heimerdinger, Karthus, Gragas, Galio, Vladmir, Twitch, Shaco, Corki, Annie, Kennen, Shen, Cho'Gath, Ashe, Amumu, Nasus]

(Teemo:] Blind Dart's nice sometimes, Move Quick lets you get away with not having boots for a while, Toxic Shot's potent- but let's be honest. He's good on ARAM for one reason. His ultimate. Da mushroom. In theory, this sounds unstoppable. In practice, a large problem is that because you use no bushes in this game-type, there's less "element of surprise." AP Teemo's your bet, and yes, planting mushrooms everywhere can be a huge boon to your team as they perform a faux retreat,but ultimately, your enemy team's going to get Oracle's Elixir on somebody and.. news flash: there isn't much space for your mushrooms to hide from it. Situational, but playing Minesweeper and holding whole enemy teams at bay is hilarious.

(Heimerdinger:] Turrets are a nice fall-back line if the enemy pushes, nice minion farmer. His innate will keep your turret healthy if the enemy team managed to poke it a little, which is a god send. Rockets and Grenade are both very potent harassing tools. His big downside (and I'm not including PTR notes on pending nerfs of doom), is that Heimer's squishy, and he's got five hostiles that want to eat his face. Plenty of champions capable of getting to him, wiping him out, and going to glory in ARAM. Still, very useful.

(Karthus:] Lay Waste is a nice harass. Wall of Pain punishes aggressive enemies hard, making them slow and squishy for your team to capitalize on. Defile's nice upkeep, and his ultimate's obvious: mid-team fight, a sudden all-enemy-team hitting move is pro. To top it, even if someone manages to take him out, he can purposely turret dive when an enemy team's low health, die, allow himself to take out some scrubs that don't get out of dodge in time, and then happily buy some things before his merry walk on back as his team pushes the enemy turret. However, he's reliant on the enemy team not being cautious.

(Gragas:) DPS Grag's a bit of a waste, and so is tank. Much as I normally don't care for them, the solid build on ARAM is AP Gragas. His innate keeps him healthy, Drunken Rage keeps him less squishy, Barrel Toss is a great poke with huge range. Sadly, Barrel Toss is telephoned, making it far easier to dodge than other poke champs in ARAM, and this is what puts Gragas down a noche as competent enemies won't be harmed by you too often. However, what makes up for this is his Explosive Cask, which will deal pretty ****ed decent damage, gimp enemy DPS, and of course.. either save your team from a gank, or send the enemy team to their doom. Another downside however, is that newer Gragas players will often mistime their ult, saving the enemy team as much as anything - and with the probability of that in ARAM being fairly high.. it's something to consider.

(Galio:] No penalty for building tanky, which is good because that'll keep him healthy in the lane longer. A shield for enemy team-members that'll let them farm with a bit more safety and can be used to keep your health in the green. Two very nice minion farming abilities that are nice harass and good CC or team escaping/entering mechanics, and an ultimate that, since few people buy Merc Treads in ARAM, pretty much cinches your team some kills. An all around decent champion, who's innate is great since getting AP out of MR lets you build accordingly without feeling so restricted by the little farm you'll get. Doesn't excel too hard, but doesn't falter anywhere really either.

(Vladmir:] With AoE comps of any type, his ultimate is hilarious and has scored many kills. Innate's nice for a similar reason to Galio's: bonus stats are too crucial. Transfusion can keep him healthy, as can Tides of Blood. Sanguine Pool is a great initiator and escape mechanism both, allowing for turret diving and great escaping of turret diving, and if we combine this with the fact he doesn't need mana, it lets you build pretty exclusively and keep laning easy. Hemoplague is just icing on the cake. However, Fiddlesticks eats him alive for a variety of reasons, and he's not all that potent when not using his ultimate.

(Twitch:] LOL STEALTH CHAMPION LOL VISION WARD. However, don't write off Twitch. Guy's a carry, and this is an atmosphere where he can carry pretty efficiently. Expunge is key; can screw over enemy teams to a ferocious degree. His ultimate's the big one, as it lets him harass, eat enemy teams alive, etc. Probably the least hurt by stealth detection in ARAM, because due to the nature of it.. he doesn't really need Ambush all that badly.

(Shaco:] I know this one'll turn eyebrows. "W-WHY" Well, quite simple: he can't Deceive over walls. He can just Deceive towards enemies.. or Deceive away from enemies. Needs flash, because if an enemy wants to chase you down, without that pretty bush/wall hopping, they'll probably end up getting you unless you rush Mobility Boots which isn't always a luxury that can be afforded in ARAM early game. Much more potent as AP Shaco on this type, as Two-Shiv does decent damage, Jack in The Box can be a good fall-back line just like Heimer's turrets or screw over skill-shot champs or tank another shot from a turret or farm or harass, etc.. Finally, his ultimate has great use, as it allows you to both attack a turret and turret dive with an AoE in complete safety. The lack of jungling / use of walls are what make Shaco not A tier; he's just not as good without his godly escape mechanics.

(Corki:] Valkyrie is a great escape mechanism. If your enemy team has stealth champs, expected Vision Wards, an Akali playing hardball - Phosphorus Bomb will make them cry in ARAM's limited map exposure. Gattling Gun's where it's at though. Pushes lanes and can contribute more to a team fight than you may think, especially with the limited scope of the lane. His ultimate is a great harassing tool you can just spam all day long as long as you have a missile queued, especially Big Ones. His innate helps compensate for the fact you rarely get a lot of items in ARAM. A surprisingly good ARAM champ, who's only real downsides are that he's of course squishy, and barely out-paces the movement speed of a turtle even though he is in a gyrocopter..

(Annie:] Deals decent damage. Tibbers is a great pusher/turret smasher/pedobear. Her innate combined with Incinerate and Tibbers can be a very potent stun. However, with most ARAMs not allowing snowballs, she just doesn't shine as much as other champions, doesn't have as potent a set of AoE, can't stun on demand at times, and thus is B-Tier.

(Kennen:] A skill-shot that deals alright damage with a pretty high range; however, skill shots are typically not strong suits in ARAM as I'll explain, so why B-Tier? Lightning Rush lets him pass through units, meaning combined with Electrical Surge and/or Slicing Maelstrom, he's a great champion to keep the enemy team passive. They'll always be thinking "what if that ****ed badger-squirrel tries stunning us all again?" and, long as the Kennen plays it smart, CC won't be all that bad an issue. Either they stay passive, netting your team momentum - or they don't, likely netting your team kills. Pretty win-win.

(Shen:] Vorpal Blade helps keep your team frosty. Feint can be surprisingly helpful in ARAM. Shadow Dash is too obvious; escape mechanic, turret diver's bane, etc. Yet, his ultimate's what's great here. Global, lets him go from buying things to a team member far down the lane, can turn around team fights, can help a carry devastate. Useful.

(Cho'Gath:] Carnivore and Vorpal Spikes keeps Cho healthy, making him a very nice laner. Rupture's highly useful, as it can make enemy escape impossible if timed right. Feral Scream can **** on an enemy team with silence, and Feast regardless of your gear or how you build will deal decent damage, and will get you much beefier which in such a limited item gain game, is vital. His problem is that it's easy to harass him, and usually easy to predict his Rupture. Even his Feast is easy to predict (CHO'S WALKING TOWARDS ME? HUHR) and if you have any champion with knock-back, it's especially painful. Still, he can become nigh unstoppable if you can keep the ARAM going long enough, it's just.. getting there.

(Ashe:] Ult = easy stun/slow. Volley = vanilla spread shot. Pretty much, her effectiveness is 100% decided by her ultimate, and that's what knocks her down a tier: it's too predictable. No odd angles, no "IT CAME FROM A BUSH? NO" - no, it's going to go down a straight path. Predictability's painful with such an ult, and though her extra gold gained is a nice bonus, the fact you're not going to be killing a lot of minions for obvious reasons hurts.

(Amumu:] Bandage Toss -> Ultimate. Profit, you manage to get most of the enemy team in your ult and it's usually GG. However, the fact you can't jungle and likely won't get to last hit minions in your comp means you can be shut down pretty quick and become, as disturbing as this sounds, a squishy Amumu.

(Nasus:) Spirit Fire = great minion farm, Wither = great support, Fury of the Sands = great team fight and turret diving functionality. Natural lifesteal's pro, and he's probably one of the best choices for team aura items.
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"WTF NIDALEE" She's alright, but lacks the poking capabilities other champs do in ARAM, her innate is made useless because you never enter brush, Bushwhack loses its effectiveness 100%, Primal Surge is alright but just not as potent as other support champs. In ult, Prowl is nice if your team's losing momentum. Takedown won't see much use, same with Pounce and Swipe. She's pretty much a roaming Q Button, and while she can be useful, I just don't consider her as good as others given.

"EZREAL" Not being able to get Lizard Buff or a solo lane hurts Ezreal. An Ezreal who can't snowball hurts Ezreal. Now don't get me wrong, Essence Flux can be useful.. just not nearly as much as other poking abilities in higher tiers for ARAM. You won't be doing much chasing in ARAM, so most of the game, Arcane Shift loses potency. And as awesome as his ultimate sounds, you don't get the "I FIRE IT FROM ACROSS THE MAP" advantage - I can't tell you how many times I've seen it fired so close to me with my character lined up with the center and simply strafed it, taking 0 damage in ARAM. To top it, it deals less damage the more units it hits, meaning if you get unlucky.. it can deal pretty gimped damage even if the enemy team has some magical perfect alignment.

"MELEE CHAMPS" Can be good. Tryndamere for example, can be beast. But a ranged comp versus a melee comp, 99% of the time, it's already GG.

"MUNDO" minions, easy to predict his skill-shots, Ignite is a fairly commonly chosen summoner spell in ARAM, and he.. can't go where he pleases.

"D.. DEATH LOTUS KATARINA" Range. Teams that stick around for Death Lotus in this game-type would've ended up dying to minions anyway.

"Mordekaiser-" +1 for ghosts, -5 for the fact it's hard to initiate against how people play in ARAM. If it wasn't for that, he'd be higher tier.

"MAGEWICK" Only pros can carry as Magewick.

"PANTHEON" Doesn't get to exploit his early game badassery, so he's mediocre to mediocre. Don't get me wrong, HSS, harass, and his ult are useful.. they're just so easy to not even worry about in ARAM.

"GHRG THIS IS JUST YOUR OPINION" No. What, really?
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THE END. Now to eat chicken.


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not a mormon

Senior Member

08-20-2010

this is too much thought for a for-fun game mode.


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Alame

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Senior Member

08-20-2010

Quote:
"MUNDO" minions, easy to predict his skill-shots, Ignite is a fairly commonly chosen summoner spell in ARAM, and he.. can't go where he pleases.
When you say you've played many ARAM games, do you mean like six?


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Sacklunch

Senior Member

08-20-2010

Why does a tier list need to be made for a mode that is intended to take control of champion picks out of your hands? Not like you can pick Janna every game because she is at the top of the list...


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kisof22

Member

08-20-2010

nid should be tier S in all mid


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Fallen 62

Senior Member

08-20-2010

AP Ezreal is definitely higher tier. Pretty much anything AP with AoE damage and spamable is high-er tier. And Janna can lose. Trust me, she can lose. She lost a few games against my teams last night. She's good, but she's not in a tier all by herself


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Haelstrom

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Senior Member

08-20-2010

Quote:
Originally Posted by Alame View Post
When you say you've played many ARAM games, do you mean like six?
lol, back at you. Behind Heal and Clarity, Ignite's most chosen.


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Fenom

Senior Member

08-20-2010

thread name just made my day


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Lolily

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08-20-2010

Think Nid should be a bit higher tier, tbh... In such a close range as ARAM, getting sheen + hitting people with your spear is very easy, not to mention the fact you can heal. Q does heavy, heavy damage.


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Dragonxa

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08-20-2010

Didnt we tell you not make one you ****


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