League of Legends Arena Mode: 7 Champions You Should Avoid in 2025
League of Legends Arena mode 2025 demands strategic champion picks; avoid Evelynn, Akshan, and Sion for a competitive edge.
Ever jumped into League of Legends' thrilling Arena mode, only to feel like you're fighting an uphill battle from the very first round? The 2v2v2v2 format is a fantastic twist on the classic League formula, but it's a completely different beast compared to Summoner's Rift. With only one partner by your side, every champion pick carries immense weight. A weak link can mean a swift exit, while a strong duo can dominate the entire lobby. So, which champions should you think twice about before locking in for your 2025 Arena climb? Let's dive into the roster and identify those who struggle to find their footing in the chaotic, close-quarters combat.

First on our list is the Agony's Embrace herself, Evelynn. On the vast expanse of Summoner's Rift, her power comes from the fear of the unknown—her stealth allows her to strike from the shadows, picking off isolated targets. But in Arena? The map is simply too small for her to truly disappear. If she tries to stealth for too long, she abandons her partner to a brutal 1v2. Furthermore, her kit is designed to assassinate a single, squishy carry. The current 2025 Arena meta, however, is often dominated by durable bruisers and tanks who can survive her initial burst and turn the fight. Without a team to create chaos, Evelynn finds it incredibly difficult to exit combat and regenerate health with her passive, leaving her vulnerable and ineffective.
Next up is the Rogue Sentinel, Akshan. It's a sad truth, but some champions have abilities that become almost redundant in Arena. For Akshan, this feels like his entire identity is stripped away. Think about it:
-
His Avengerang (Q) has no minions to bounce off of, drastically reducing its range and harass potential.
-
His iconic Going Rogue (W) passive, which revives allies on takedown, is severely weakened. You only have one partner to potentially revive, and even then, they return with significantly reduced health.
-
The stealth from his W is nearly useless for roaming on the tiny map.
-
His Heroic Swing (E) can only be reset once per round, limiting his mobility and damage.
-
Finally, finding a safe, uninterrupted channel for his Comeuppance (R) ultimate is a challenge against aggressive, close-range duos.

While pairing two tanks can be a solid strategy for beginners, you'll want to avoid Sion as your frontline choice. His signature Glory in Death passive has a major flaw in this mode: if you die after your partner, the round is already over, making your zombie form pointless. His Roar of the Slayer (E) loses its utility for shoving minion waves into enemies, and opponents have a much easier time sidestepping the narrow hitbox of his Decimating Smash (Q) charge. Most damningly, Sion's ultimate, Unstoppable Onslaught, is designed for long, straight lanes. The cramped, circular layouts of the Arena stages offer few opportunities for a meaningful, full-speed charge, leaving this Undead Juggernaut feeling sluggish and out of place.

The Sinister Blade, Katarina, is a terror in chaotic five-vs-five team fights where her resets allow her to clean up entire teams. But translate that to a structured 2v2, and her weaknesses are exposed. She cannot roam to other lanes to snowball a lead, and her massive Area-of-Effect damage is often overkill or insufficient against just two targets. As a pure assassin, she struggles immensely against the tanky, sustain-heavy champions that frequently appear in Arena. Without a full team to whittle down enemies for her, Katarina often finds herself diving in only to be locked down and bursted before she can chain her abilities.
Let's talk about speed. Rammus is famously known for rolling in at breakneck pace. But in Arena, what's the point? The map is so small that getting to the fight is never the issue—staying relevant in the fight is. Champions who maintain combat speed thrive; Rammus does not. His main niche is being a hard counter to full Attack Damage compositions. In a blind pick environment like Arena, you're just as likely to face magic damage or true damage, making his armor stacking far less effective. His most critical flaw, however, is his near-total lack of personal damage output. In a 2v2, that burden falls entirely on his partner, creating an unbalanced and often losing battle of attrition.

This one might surprise you: Blitzcrank. The Great Steam Golem is a lane bully on Summoner's Rift, where a single Rocket Grab can decide a game. In Arena, however, his greatest strength becomes a potential weakness. Many champions picked for this mode want to get into melee range. Pulling a Darius, Sett, or Olaf directly to you and your partner is often doing them a favor! Beyond his hook, Blitzcrank offers very little. He has negligible sustained damage, his tankiness is mediocre without consistent sustain, and his mobility is poor once his hook is on cooldown. After that initial grab, he often becomes a harmless punching bag until his signature ability is ready again.

Finally, we have the Wandering Caretaker, Bard. While arguably one of the most fun and creative champions in League's entire roster, he is unfortunately a strong contender for the weakest Arena pick in 2025. There isn't one glaring issue, but rather a death by a thousand cuts. His entire kit is built around roaming, collecting chimes, and creating uneven fights across the map—a playstyle that simply doesn't exist in a closed Arena. His Tempered Fate (R) can be a game-changer, but landing a perfect stasis on a single enemy to create a temporary 2v1 is incredibly difficult and inconsistent. Outside of that perfect scenario, Bard lacks the raw dueling power, tankiness, or burst damage needed to consistently win 2v2 rounds. His heals are modest, and his meeps don't provide enough oomph to swing fights against dedicated brawlers.
So, what's the takeaway for your 2025 Arena matches? The mode rewards self-sufficient champions with strong, reliable 2v2 power. It punishes those who rely on map-wide strategies, minion interactions, or full-team engagements. Before you queue up, ask yourself: Does my champion need a lot of space or setup to work? Does their power come from affecting more than two targets? If the answer is yes, you might be better off choosing a different ally for your gladiatorial showdown. Remember, in the Arena, every choice counts double! 😉
TL;DR: Champions to Avoid in Arena:
| Champion | Primary Reason for Weakness |
|---|---|
| Evelynn | Stealth is ineffective; struggles vs. tanks/bruisers. |
| Akshan | Core abilities (revive, Q bounce) are nearly useless. |
| Sion | Passive is often irrelevant; ultimate has no space. |
| Katarina | Can't roam or exploit full-team resets; weak vs. tanks. |
| Rammus | No combat speed; low damage; niche counter-pick. |
| Blitzcrank | Hook can help enemies; low impact outside of Q. |
| Bard | Roaming kit doesn't function; lacks consistent 2v2 power. |