Arum — Patch 1.63 Verdict
[Liquipedia RPL: C | Web: C | Web: C | Web: B] Pro play (RPL 2026): 1 picks, 0.0% WR, 0.3% pick/ban rate. Note: pro meta may differ from ranked. Ranked C on zathong.com. Ranked C on metatierlist.com. Ranked B on commonsensegamer.com.
Arum — Tank Guide
Key Insights
- Ravenous Beast heals Arum on every beast hit against enemy heroes only, minions give nothing.
- Lion Tamer refunds 50% of its cooldown on hero hits, letting you cycle back to 3 beasts fast in a melee scrum.
- Uncaged scales with beast count: 1 beast = 50% slow, 2 = 90% slow, 3 = 1-second stun. Never pop it below 3.
- Snare roots both Arum and the target for 2.5 seconds, untargetable and uninterruptible once cast, no Purify escape.
- R ends by instantly spawning 3 fresh beasts, resetting W to full stun state for an immediate second CC cycle.
Strengths
Snare is untargetable: no Purify or dash escapes the 2.5s lock.- W into
Snare chains CC to 3.5s, enough to delete any carry.
Snare mirrors burst back at enemies who dump into the pinned target.
Snare spawns 3 fresh beasts on release, giving a second W cycle.
Weaknesses
- One missed
Uncaged stun leaves Arum beastless with a long Q cooldown.
Snare self-root is a death sentence if allies don't follow up.
Lion Tamer refund needs hero hits, so poke lanes deny beast stacking.- No wave-clear, no escape beyond
Uncaged speed, gets kited easily.
Matchups
Abilities
PRavenous Beast
When Arum's wild spirits hit enemy heroes, they deal magic damage and restore Arum's health (restoration is reduced when hitting minions).
1Lion Tamer
Arum roars, dealing magic damage to nearby enemies and summoning wild spirits. Re-casting this ability and hitting enemy heroes reduces its cooldown by 50%. (Maximum 3 wild spirits can be summoned.)
2Uncaged
Arum commands all wild spirits to deal magic damage and gains increased movement speed temporarily. Lions leap and attack based on the number of spirits summoned. 1st hit: Reduces enemy movement speed by 50% for 1s. 2nd hit: Reduces enemy movement speed by 90% for 1s. 3rd hit: Stuns enemy for 1s.
RSnare
Immobilizes target enemy hero, preventing both Arum and the target from moving for 2.5s (cannot be interrupted). Damage taken by each side affects the other. During this time, Arum cannot auto attack or use abilities. After the ability ends, Arum summons 3 wild spirits.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Full Beast Lock
The standard all-in: stack three beasts with back-to-back Q procs by staying in melee range to trigger the 50% refund, hit W for the one-second stun, then immediately snap R to extend the CC chain to 3.5 total seconds. Use this on the enemy carry when your team is already grouped and ready to follow.
Flicker Snare
Stack three beasts safely in a skirmish or at range, use W stun to briefly halt an escaping carry, then Flicker into point-blank range and activate R before they recover. This is your only reliable way to catch a mobile target who respects the three-beast stun and tries to pre-emptively dash away.
Post-R Reload
Immediately after R ends and the three free beasts spawn, use Q once to begin a fourth-beast cooldown cycle if any beasts have fallen, then fire W for another slow or stun on whoever is still in range. This is how you chain CC into a second rotation and is the move most opponents do not prepare for.
Expert Video Guide
ROV🇹🇭 ไกด์Arumแพทช์คลิสต์มาส! เล่นยังไงให้โกง(ไม่โกหก) สอนแบบละเอียด 2021 !! — Just4Game
Gameplan
Arum is essentially powerless at level one. She only becomes a threat the moment she hits level two and can hold both Q and W. Her first real power spike is three stacked beasts into a W stun, available as early as level three in a skirmish, but it requires landing Q twice on heroes. Her item spike is Leviathan completion, which makes her tanky enough to survive the self-root window. The window between Leviathan and Medallion of Troy is her dead zone: she can lock but not survive heavy burst. Late game she regresses. Mobile hyper-carries simply outrange her kit, so fights need to be forced through chokepoints and during objective contests, not in open-field chases.
Early Game
Levels 1–6- →Skip early level-one invades. Arum has no meaningful level-one contribution without both Q and W. Path directly to the duo lane or mid river brush and look for a level-three gank once you can stack two beasts.
- →Every roam path should pass through a location where you can tag an enemy hero at least once with Q to start banking the 50% cooldown refund. Clearing minion waves to stack beasts is a trap that wastes the Q mechanic.
- →If the enemy roam is aggressive, park in river bush and bait them into melee range. Three beasts plus a W stun at level four wins almost every pre-Leviathan skirmish if your laner follows.
Mid Game
Post Broken Spear- →Complete Leviathan before grouping for dragon or dark slayer rotations. Without it, the self-root on R is suicidal against any burst composition.
- →Identify the enemy team's highest-priority carry. Your entire mid-game job is to appear next to that hero at the start of each objective fight and run the Full Beast Lock combo before they can respond.
- →Use the 2.5-second R window as a signal for your carry to dump all cooldowns. Coordinate this over voice or ping 'attack' the moment R activates, not after. Late follow-up converts a lockdown into a free death for Arum.
Late Game
Teamfight phase- →Stop solo-engaging in open-field fights. Position near chokepoints and jungle entrances where enemy movement is funneled, which dramatically increases your chance of landing a three-beast W stun without being kited.
- →In late-game team fights, prioritize the Flicker Snare combo over the standard Full Beast Lock if the enemy has wised up and is pre-dashing on your W animation. Burning Flicker to confirm one R lock on a hyper-carry is always worth it.
- →After each R cycle ends and three new beasts spawn, do not immediately W. Save that second cycle for a second carry or a retreating target. The post-R beast re-spawn is Arum's best late-game threat reset.
Pro Tips
- →The 50% Q cooldown refund only triggers on hero hits. In a chaotic skirmish near minions, manually direct your attack target to a hero before activating Q, or the refund will not proc and you will be stuck waiting on a full cooldown mid-fight.
- →The W movement speed boost activates on cast, not on beast-jump contact. Use W slightly before closing the final step toward your R target rather than after. This gives you enough burst speed to get point-blank for R without burning Flicker.
- →During the R self-root, you cannot use abilities or auto-attack, but you CAN watch the minimap and ping your team's target. Use those 2.5 seconds to call out the next rotation objective or second target rather than staring at your own health bar.
- →The three beasts that spawn at R's end reset your W to its maximum-impact state (three-beast stun) without any Q cycling. If you immediately W right after R ends and hit a second clustered enemy, you chain a stun onto someone who thought they survived the engage. That is the primary way Arum wins extended fights in Diamond lobbies.
Arum is a niche, high-ceiling tank for players who want to master one of the most mechanical lock-down kits in Arena of Valor. In the current patch, though, she demands coordinated follow-up that C-tier solo-queue lobbies do not provide. The single most important thing to master is not the R itself, but the discipline to never activate R unless all three beasts are out and at least one teammate has signalled they are ready to commit. Save her for five-stack or duo play, draft her around immobile carries, and she will occasionally deliver the kind of 2.5-second death sentence that wins highlights and games.
Arum — Frequently Asked Questions
Is Arum good in the current ROV patch?+
Honestly, no. Arum is C tier this patch with a 0% win rate and a 0.4% pick rate on the Thai server, which means she is rarely played and almost never winning. The current meta of mobile assassins and poke mages actively dismantles her beast-stacking engage loop, so unless you are queuing with a coordinated duo or five-stack, there are better roam options.
What is the best build for Arum?+
The core path is Leviathan into Sonic Boots into Medallion of Troy, which gives you the HP mass you need to survive your own R self-root window. From there, Odin's Will, Mail of Pain, and Rock Shield round out a mix of reflective damage and physical mitigation that makes the damage-share mechanic on R hurt the enemy as much as it hurts you.
How do you counter Arum?+
Pick a hero with a reactive dash or CC-cleanse, Butterfly, Quillen, or Nakroth, and move the moment you see Arum stacking three beasts. A W stun that misses means her R follow-up is nearly impossible to land. If you are forced into a teamfight with Arum, do not dump your burst into the hero she has tethered with R, because that damage mirrors back onto you.
Is Arum hard to play / good for beginners?+
Arum is Medium difficulty. Her Q-stacking mechanic and beast-count management are learnable, but timing a three-beast W into R in a real high-rank fight requires situational awareness that takes practice. She is not recommended for beginners in the current patch because C-tier performance means your learning curve will cost your team games. Pick her up in ranked after you have her combos solid from custom or unranked play.

