Strengths & Weaknesses
Strengths
- +Beast summoning provides sustained damage and passive healing from Ravenous Beast, enabling extended engagements
- +Snare ultimate creates guaranteed lockdown for 2.5s with shared damage, enabling team follow-up without CC immunity interference
- +Multiple beasts trigger Uncaged repeatedly, applying stacking slow effects and gaining movespeed for repositioning
Weaknesses
- −Heavily reliant on beast spawn uptime; losing beasts reduces damage output and healing sustain significantly
- −Snare locks Arum in place, making him vulnerable to ranged burst during the 2.5s duration with no escape tools
- −Low base tankiness without items; early game requires careful positioning as healing scales with beast hits on heroes
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Lion Tamer | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Uncaged | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RSnare | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Beast Stack Engage
Spawn 3 beasts by alternating Q and autos on enemies. Each beast hit reduces Q cooldown 50%, enabling rapid beast generation for Uncaged setup
Ultimate Lockdown
Max beasts, trigger Uncaged slows, then Snare isolated target. Shared damage prevents kiting while team capitalizes on 2.5s freeze
Kite & Heal
Summon beast, auto for Ravenous healing, then Uncaged for movespeed and dual slow stacks. Maintain distance while sustaining
Gameplan
Early Game
Levels 1–6- →Farm safely; prioritize hitting minions and poke with Q for healing. Avoid extended trades without 2+ beasts spawned
- →Help jungle secure scuttle crab with beast poke damage. Snare is strongest zoning tool—don't waste it on non-priority targets early
Mid Game
Post Broken Spear- →Rotate to teamfights with 3 beasts pre-stacked. Uncaged movespeed enables engage initiation while Snare secures priority kills
- →Use Snare to lock down enemy carries 2.5s; positioning behind allies prevents burst elimination. Time it when enemies stack for maximized shared damage value
Late Game
Teamfight phase- →Peel squishy carries by Snaring threats at cost of personal vulnerability. Ensure ally damage output can capitalize before Snare duration ends
- →Beast uptime is critical—space Q usage to always maintain threat of Uncaged. A 0-beast Arum is a dead tank in late teamfights
Matchups
Arum gets countered by
QuillenStealth negates beast targeting and Snare lockdown, enabling uncontested assassination on immobilized Arum
Tel'AnnasRange and crit damage burst Arum before beasts spawn; Flicker escape counters Snare engagement attempts
GrakkSuperior hook range and crowd control chain Arum before beast generation, with healing denial preventing sustain
Arum synergizes with
LaurielSnare lockdown guarantees Lauriel ultimate hit; shared damage amplification multiplies her burst on frozen targets
VeresArum Snare immobilizes enemies for guaranteed Veres close-range combo. Beast poke softens targets for her execute threshold
RazSnare provides free setup for Raz ultimate channeling; both heroes scale with extended teamfights where healing + lockdown dominate
Pro Tips
- →Shared damage on Snare means building magic defense items increases your tankiness exponentially—every point negates damage for both you and snarled target
- →Beast auto attacks reset your AA timer; chain Q→AA→Q→AA to maximize healing procs per rotation. Against squishies, this sustain outdamages expected DPS
- →Snare at max range before walking into enemy team; the freeze duration is long enough for teammates to collapse. Snareing too close to backline risks burst deletion
Arum is a niche teamfight control tank struggling in the current C-tier meta due to high mechanical execution demands and reliance on beast uptime for sustained value. Pick into brawl-heavy comps where his Snare lockdown and passive healing create win conditions; avoid against burst-heavy assassin lineups that delete him during Snare's immobility.