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Table of Contents
Guide v26.17

Eureka vs Infinite Recursion: ARAM Mayhem guide

Eureka vs Infinite Recursion in ARAM Mayhem 16.17: compare AP, effective stacks, haste and cooldowns, with break-even examples and clear limits on the model.

↗ Mechanics reference: Riot on ability haste

Start with AP and effective stacks

In ARAM Mayhem 16.17, Eureka grants haste equal to 30% AP. Infinite Recursion grants 60 haste plus 3 per credited takedown. For haste alone, they tie at ability power = 200 + 10 × effective stacks.

AugmentAdded haste
Eureka Eureka 0.30 × AP
Infinite Recursion Infinite Recursion 60 + 3 × effective stacks

Above the threshold, Eureka gives more haste; below it, Infinite Recursion does. Use the stacks already credited by the Augment.

Effective stacksInfinite RecursionAP needed to tie
0 60 200
10 90 300
20 120 400
40 180 600

Convert haste into cooldown seconds

For ordinary haste-affected cooldowns: cooldown = base cooldown × 100 ÷ (100 + total haste). With 50 existing haste, 400 AP and 20 effective stacks, either choice adds 120, for 170 total. A base 10-second spell becomes about 3.70 seconds; a base 100-second ultimate becomes 37.04 seconds.

At the same 400 AP, Infinite Recursion with only 10 stacks adds 90 haste. With 140 total, the 10-second spell takes about 4.17 seconds; Eureka is about 0.46 seconds faster. These are formula examples, not in-game timings. They exclude refunds, fixed cooldowns, cast animations, special caps and other modifiers.

Timing and growth

If an AP item is nearly complete and the next fight matters, compare the AP you will actually have. Recursion starts with 60 haste, but future stacks are not current value. Every 10 new effective stacks raise Eureka’s matching AP requirement by 100; every 100 additional AP gives Eureka another 30 haste.

AP also improves damage or healing; mana and survival can limit actual casts. Tencent’s CN snapshot for 16.17, dated September 6, 2026, shows overall win rates of 57.98% and 59.12%. Different champions, items and selection timings make this background data, not a controlled test proving Recursion is always better.

Check basic spells and ultimates separately

Both grant general ability haste, so ordinary Q/W/E spells and ultimates use the same total-haste formula. Ultimate-only haste affects only the ultimate; hit-based refunds require their trigger. For repeated crowd control, do not substitute ultimate-only numbers for basic-spell value. For more ultimates, also consider mana, cast time and the gap between fights.

FAQ

How much AP makes Eureka better?

For added haste alone, Eureka wins when ability power > 200 + 10 × effective stacks. At 20 effective stacks, that means more than 400 AP. Evaluate other benefits and limits separately.

Does this haste reduce ultimate cooldowns?

Both grant general haste and shorten ordinary haste-affected ultimates. Special spell rules, caps or refunds can alter the result; the seconds shown are standard-formula examples.

Why not simply pick the higher win rate?

Overall win rates mix champions, items and selection timings. They provide context, but cannot replace your current AP, effective stacks and next-fight needs.

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