LoL ARAM in-houses — what to do differently from the Rift
Updated: August 11, 2026
Why ARAM is easier to organise, how to handle balance and rerolls, and why its records have to be kept separate from Summoner's Rift.
Why ARAM is easier to run
A Rift game runs close to 40 minutes; ARAM usually lands in the twenties. When you have an awkward gap of time, or people drifting in and out, ARAM is far easier to actually run.
There's also nothing to argue about role-wise, so splitting teams takes almost no time at all.
How much balancing is worth it
Champions are random, so a carefully balanced split can still produce a one-sided game. There's no point being as precise as you would be on the Rift.
What is worth agreeing on is rerolls: whether people can hand them to one player, and whether certain comps justify a restart.
Keep the records separate
Mixing ARAM into your Rift stats breaks them. CS and vision mean something completely different, objectives don't exist, and damage numbers run far higher.
ONNJ keeps the two modes apart. The Rift / ARAM toggle at the top of the dashboard switches everything — leaderboard, summoner stats, champion stats — to that mode only.
ARAM has no lanes, so contribution is scored differently: by the champion's role, split across damage, tank and support axes.

Mixing both in one night
Two Rift games and an ARAM to finish is a common shape for a night. As long as the records stay split by mode, nothing gets tangled — and replay files carry the mode themselves, so there's nothing to remember.
Written and maintained by the ONNJ team
This guide is written and maintained by the team that develops and runs ONNJ.
If you find an error or the guide differs from the current interface, please let us know by email.
onnj.official@gmail.com