
This game proves one yet that Riot doesn´t want you to pick melee in Aram
Both teams are unbalanced comps in theory, but we had no trouble smashing them, it was basically a massacre.
Despite having champions theoretically able to shut down adcs, like Camille, Jax and Mordekaiser, the reality is that Aram Mayhem is not meant for you to play something that is not an adc, poke mage or enchanter, everything else is utterly useless unless you highroll or there is a massive skill gap.
The reason is simple, this gamemode is orientated towards casual and new players, both of which usually prefer long range champions who require much less macro and are way less frustrating to play. That is why the aram maps are designed to barely punish positioning mistakes. Everything is open, you always have the enemy in front of you, there is almost no place were you can get ambushed unless you walk into it on purpose.
Ranged champions have more suitable and better augments. Bruisers and tanks have a lot of augments they can barely use, and those also often have massive counters. There are almost no resistance augments, but lots of HP augments which are easy to counterplay. The reason is simple once again, casual players don´t like doing low damage.
Many bruiser/tank focused augments are also naturally better on adcs and mages, who simply outclass everything else in this mode. It´s not rare to see a Jhin with Goliath getting 1.4k ad or a flying kick yunara getting a penta with the execute. Adcs and mages get insane scaling augments, synergies, tons of max and current hp damage, on-hit and range buffs. The rest gets 2k extra HP by the end of the game unless they have insane luck.
This game is just the most recent example I got from this. Even if their builds were kinda bad (Heartsteel was so bad here) it was noticeable from the first minute that they were heavily outclassed and they were entitled to lose because anything that isn´t funny poke battles is actively punished by Riot