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Spin Me Right Round

Spin Me Right Round

Silver
Replace a summoner spell with Heroic Swing.

Heroic Swing - Active: You can activate Heroic Swing three times before the ability goes on cooldown, and you can use the third cast only after 0.5 seconds of the second cast. An attack or movement command may be inputted to use the second and third casts.

First Cast: Fire a hook in the target direction that embeds in the first terrain hit for 2 seconds. Heroic Swing's second cast can be used while the hook is attached. If the hook fails to attach or you become immobilized, grounded, or polymorphed within the duration, Heroic Swing is cancelled and placed on full cooldown.

Second Cast: Swing around the terrain in either a clockwise or counterclockwise direction based on the position of the cursor relative to your facing direction, stopping upon colliding with an enemy champion or terrain. While swinging, fire at the nearest visible enemy every 0.2 to deal them 15 to 90 (+ 15% AD) x (1 + 0.3 per 100% bonus attack speed) physical damage and apply on-hit effects for each shot, with on-hit damage reduced to 25% effectiveness. The dash will be interrupted if you are affected by any immobilizing or polymorphing crowd control during the dash.

Third Cast: End the swing by jumping to the target location and fire one last shot at a nearby visible enemy.

Scoring an enemy champion takedown reduces Heroic Swing's current cooldown to 0.5 seconds.
45.14%
Win Rate
1.86%
Pick Rate
#192
Rank
26.3
Introduced
Spin Me Right Round Trend (Recent Snapshots)
Date Patch Rank Win Rate Pick Rate
2026-02-06 26.3 #192 45.14% 1.86%

Community Combos with Spin Me Right Round

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Other Silver Augments
Spin Me Right Round Augment Guide - ARAM: Mayhem

Spin Me Right Round is a silver rarity augment in ARAM: Mayhem with a 45.14% win rate and 1.86% pick rate, ranking #192 among all augments. This augment was introduced in patch 26.3.

Replace a summoner spell with Heroic Swing.[br/][br/][b]Heroic Swing - Active:[/b] You can activate Heroic Swing three times before the ability goes on cooldown, and you can use the third cast only after 0.5 seconds of the second cast. An attack or movement command may be inputted to use the second and third casts.[br/][br/][b]First Cast:[/b] Fire a hook in the target direction that embeds in the first terrain hit for 2 seconds. Heroic Swing's second cast can be used while the hook is attached. If the hook fails to attach or you become immobilized, grounded, or polymorphed within the duration, Heroic Swing is cancelled and placed on full cooldown.[br/][br/][b]Second Cast:[/b] Swing around the terrain in either a clockwise or counterclockwise direction based on the position of the cursor relative to your facing direction, stopping upon colliding with an enemy champion or terrain. While swinging, fire at the nearest visible enemy every 0.2 to deal them [stat:physical]15 to 90[/stat] [stat:damage](+ 15% AD)[/stat] x [stat:as](1 + 0.3 per 100% [b]bonus[/b] attack speed)[/stat] [stat:physical]physical damage[/stat] and apply on-hit effects for each shot, with on-hit damage reduced to 25% effectiveness. The dash will be interrupted if you are affected by any immobilizing or polymorphing crowd control during the dash.[br/][br/][b]Third Cast:[/b] End the swing by jumping to the target location and fire one last shot at a nearby visible enemy.[br/][br/]Scoring an enemy champion takedown reduces Heroic Swing's [b]current[/b] cooldown to 0.5 seconds.

When selecting augments in ARAM: Mayhem, Spin Me Right Round is particularly effective on champions that can maximize its benefits.