Locke ARAM Mayhem Build Guide
Locke ARAM Mayhem build guide with current low-win-rate context, best Q/E combo rules, augment priorities, AP items, and traps to avoid.
Current Locke Position
In current ARAM Mayhem data,
Locke is not a blind recommendation: about 34.8% win rate, Tier 5, and clear issues with Q accuracy, engage risk, and late-fight safety. The plan is to stack Q marks, detonate with E, then leave through resets, speed, or untargetability.
Win Rate: 35.1%
A low win rate does not make Locke unplayable, but treat him as a high-risk AP assassin: identify the target and exit route before entering.
Q/E Is the Entry Ticket
Locke is not about diving first. Mark the target with Q before entering. Ideally detonate three marks with E or an attack; in fast fights, land at least two Qs. If only one Q lands, E usually sends you straight into crowd control.
R adds execute pressure, but it is not the core. ARAM Mayhem fights move fast, R stacks are not guaranteed, and dashes or Flash can answer it. Unless allies provide control or Q already slows the target, do not break the Q/E rhythm just to force R.
Augment Priority
When picking augments for Locke, ask three questions: does it add burst, does it reset or help you exit, and does it keep you alive for a second spell cycle? Generic stats rarely fix his low baseline.
| Plan | Augment | Use |
|---|---|---|
| Burst | Back To Basics | Adds raw value when R is not central |
| Burst | Ethereal Weapon | Improves trigger frequency and close burst |
| Cleanup | Blade Waltz | Gives an untargetable window after entry |
| Ceiling | Tooth Fairy | Adds penetration and squishy burst |
| Ceiling | Rite of Ascension | Reset and exit after takedown; high ceiling, not stable |
| Safety | Shadow Runner | Adds speed and exit angles |
Tooth Fairy + Rite of Ascension is a high-ceiling pair, not a stable answer. In current Locke-specific data, both still sit low, so treat the pair as a snowball plan when it comes together.
Item Build
Locke builds around AP burst. Current build data commonly starts with Luden’s Echo, Sorcerer’s Shoes, Dusk and Dawn, Lich Bane, or Shadowflame. Later choices are Rabadon’s Deathcap, Void Staff, and Zhonya’s Hourglass: cap raises execute range, Void Staff handles bruisers, and Zhonya buys a second rotation.
Game Plan
Early, learn Q width and travel speed instead of forcing E first. Mid game is Locke’s best window: backliners are not fully defensive, and fights create low-health targets. In late 5v5s, wait for key crowd control or follow allied engage.
Simple rule: no two Q hits, no entry. If enemy CC is ready, do not go first. If the target has stasis or shield, bait it before the second round.
Common Mistakes
First, do not treat R as the whole champion. Second, last-hitting kills is not the same as useful damage; gold means little if you cannot enter and exit. Third, do not take every assassin-looking augment. Locke needs a plan after entry.
FAQ
Is Locke strong in ARAM Mayhem?
Not in current data. Locke is around 34.8% win rate and Tier 5, so he is a high-risk AP assassin for practiced players, not a stable answer.
Which augments should Locke prioritize?
Prioritize burst, reset, or exit tools: Back To Basics, Ethereal Weapon, Blade Waltz, Tooth Fairy, and Rite of Ascension. Tooth Fairy plus Rite has high ceiling, not stable floor.
Lich Bane or Dusk and Dawn?
Both work. Lich Bane fits spell-into-attack mark detonation, while Dusk and Dawn is more general. Choose based on how reliably you weave attacks and need smoother uptime.
Is Locke R important in ARAM Mayhem?
Important, but not the core. R adds execute pressure, yet fast fights make stacks unreliable. Locke still depends on Q marks, E timing, and a safe exit route.
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