Riot Games recently released Brawl mode, a new way to play League of Legends. Inspired by Smite's Arena mode, this experience takes players to the Bandlewoods in smaller 5v5 matches, lasting an average of 10 minutes.

The focus is on eliminating enemies and leading your minions to their base. Each micro-objective will deduct points from the opposing team—the team that reaches zero first loses!
This event reminded us of other occasions where the community experienced fun and innovative modes that completely revamped the gameplay we were used to. With that in mind, we at UmGamer have listed some game modes that left their mark on fans and are still missed today. Check them out!
Ascension

Ascension is one of the most acclaimed modes in League of Legends history. Released in September 2014, it was introduced to support a Shurima event and was available for two weeks. This experience was based on the now-defunct Crystal Scar map, set in a sandstorm, which obscured players' vision.
The main feature of this mode was the massive Xerath, who stood in the middle of the map. He was a neutral, immobile monster (similar to the Baron in Summoner's Rift) that would turn a champion into an Ascended upon defeat.
The player who became Ascended was the one who stood in Xerath's position for a few seconds after eliminating the boss. They grew in size and received buffs to health, magic and physical damage, cooldown reduction, magic and armor penetration, and infinite mana.
Regarding the final objective, the winning team was the one that reached 200 points first. The activities that earn points are:
Ascension has returned on a few occasions, such as in mid-2016 and 2017, but since the official end of its map, Crystal Scar, we haven't had the opportunity to play it again.
Those who played and completed specific challenges still have exclusive icons to this day!

Doom Bots

Another major addition to League in 2014 was the Doom Bots mode. This is a community favorite because it truly adds complexity to matches against the AI.
The AIs weren't necessarily smarter or more skilled, but they received a dramatic increase in ability power. Champions like Yasuo, Ezreal, Morgana, and Blitzcrank launched projectiles in multiple directions, significantly hindering your chances of victory. You can learn more about Doom Bots by watching this short video by Vandiril:
Even though it featured the same Summoner's Rift we were already accustomed to, playing under these conditions offered a unique challenge, which positively excited the community. It was also possible to set a difficulty level, making gameplay more customizable.
Fans who decided to try this mode at least once also received an exclusive icon:

Odyssey: Extraction

In 2018, Riot Games released its first batch of Odyssey skins, and with them a major event, including the Odyssey: Extraction mode, arrived. Five players faced a series of monsters in various scenarios until they reached Kayn, the final boss.
It was possible to play as all the champions who received an Odyssey skin, with the exception of Kayn: Jinx, Malphite, Sona, Yasuo, and Ziggs. All of them offered enhanced gameplay with new mechanics, such as Yasuo unleashing multiple hurricanes after using his Ultimate.
We could also repeat a champion for the match. I remember seeing several videos and posts on social media during that period exploring more strategies, such as two Malphites and three Yasuos, or a team entirely made up of Sona or Jinx.
Interestingly, the match announcers were the champions themselves.
Odyssey: Extraction showed players a side we'd never seen before in League of Legends: a PvE experience with multiple stages, each featuring different enemies for the team to adapt their fighting style to, and an epic finale in a boss fight.
We also had different difficulties available to better regulate the level of challenge, as well as augments designed to refresh gameplay. Those who successfully completed a match in Onslaught mode with each player equipped with up to four augments were rewarded with a Ziggs Odyssey skin fragment, as well as an icon based on the same look.


All of Riot's successes, not only in the game mode but in the event itself, lead the community to believe that this is one of the most beloved experiences we've had in all these years of League!
Twisted Treeline and Hexakill

Like Ascension, the Hexakill mode also appeared in 2014 and returned on a few occasions, but disappeared after its map was closed. In this case, Hexakill took place on the Twisted Treeline map, originally designed for 3v3 matches.

We mentioned both the mode and the map in the subtitle above, as both are deeply missed. Twisted Treeline had its own ranked queue that offered opportunities for players less accustomed to the pace of Summoner's Rift, and was also a great option for those looking to break away from the standard League gameplay.
Hexakill, on the other hand, has a self-explanatory name; it featured 6v6 matches that weren't much different from a typical Twisted Treeline experience, but it caught the community's attention for offering something even more epic than a Pentakill.
Swarm
The most recent of them all, Swarm, arrived in 2024 with the idea to resemble roguelike titles that were booming, like Vampire Survivors.
Here, we could start sessions with 1-4 players and fight many monsters. Basic attacks were automatic, so our main concern was knowing how to position ourselves and choose the best augments.
Riot Games knew how to exploit this booming content very well, with creative powers and a very different approach than the usual League of Legends. There weren't many champions available, just Jinx, Seraphine, Leona, Illaoi, Briar, Yasuo, Riven, Aurora, and Xayah, but they all brought distinct gameplay and unique abilities. As in Odyssey, here, the same champion could be used more than once, creating even more possibilities for new compositions.
Swarm arrived with several maps and equipment to further diversify the community's gameplay. Players had to win matches and complete specific missions to unlock new features. Each match was filled with chaos and excitement. All of this contributed significantly to the mode's success.
As for rewards, some tasks offered emotes, titles, and the champion Aurora—who was just being released at the time.

As it is a newer proposal, we don't know if it’ll stay 6 or 8 years away from the spotlight like other modes seen here, but Swarm was such a good hit that it already left us wanting more.
Honorable Mentions
Some honorable mentions couldn't be left out, such as Arena, URF, and One for All. These are modes that weren't tied to any specific event and consistently return to the game. Even so, they always leave us with a fondness when they leave, because who doesn't love an extremely fast-paced match like URF, the madness that only One for All generates, or an exclusive duo combat experience with your best friend in Arena?
Another option that doesn't fit into the previous paragraph—because it hasn't returned in years—but also deserves a spot is Nemesis Draft, where you select the enemy's champion and they select yours! It was common to see compositions made up of five supports, and you had to decide with your allies who would make the most sense to buy damage items to be the team's carry.
It was also an experience where a large part of the community truly got to know more unpopular champions. At the time, Yorick, Zac, and Skarner were examples of characters who were rarely used but had a tremendous impact on Nemesis Draft.
Conclusion
In its more than 15-year history, League of Legends has delighted us with numerous events, bringing modes that have captivated players and renewed gameplay. I hope Riot Games continues this culture of bringing something different for the community to enjoy.
I'm available in the comments if you have any questions or suggestions!
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