ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Gold T5 Patch 26.9
Flashy

Flashy ARAM Mayhem Augment Guide

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

48.40%Win Rate
0.20%Pick Rate
T5Tier
39,693Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage1T546.62%0.22%12,60126.9
Stage2T547.44%0.14%8,03126.9
Stage3T548.24%0.17%9,42926.9
Stage4T449.04%0.22%10,47726.9

Best Champions

Best champions with this augment

Top synergy

Flashy Hextech Combos

Must-have augment combinations extracted from the guide

Combos
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.82%
Pick Rate
0.16%
Games
33,218

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

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Flashy + Earthwake

Flashy provides three Flash charges with short cooldown between casts, triggering Earthwake's trail explosions on each blink. Chain-flashing across teamfights creates multiple damage zones dealing physical damage based on AD and AP, turning mobility into sustained area damage output in ARAM's narrow corridor.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
51.47%
Pick Rate
0.37%
Games
75,127

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

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Flashy + Outlaw's Grit

Each Flash cast from Flashy triggers Outlaw's Grit, granting 12 bonus armor and magic resistance per dash up to 60 total. With three charges available, aggressive repositioning builds defensive stacks, enabling dive plays while maintaining survivability during extended skirmishes.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
54.88%
Pick Rate
0.48%
Games
96,547

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

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Flashy + Shadow Runner

Shadow Runner grants 300 bonus movement speed for 2 seconds after dashing or blinking. Flashy's three Flash charges let you repeatedly trigger this speed burst, enabling rapid repositioning, chase potential, and escape capability throughout extended ARAM teamfights.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.30%
Pick Rate
0.37%
Games
75,194

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

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Flashy + Swift and Safe

Swift and Safe provides a shield after dashing or blinking. Flashy's multiple Flash charges let you trigger this protective shield repeatedly during fights, offering burst survivability each time you reposition with Flash in the chaotic ARAM lane.

What Not to Pair with Flashy

Bad augment synergies and low-value pairings to avoid

Avoid
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Flash 2 Flash 2 Flash 2 Silver
Rarity
Silver
Tier
T5
Win Rate
48.12%
Pick Rate
0.00%
Games
399

Replace a summoner spell with Flash . Additionally, gain 70 summoner spell haste.

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Avoid Flashy + Flash 2

Flash 2 replaces a summoner spell with Flash and grants 70 summoner spell haste. Flashy already forces Flash and provides 3 charges with its own cooldown system. Taking both wastes an augment slot on redundant Flash access when Flashy already guarantees and upgrades your Flash capability.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.22%
Pick Rate
0.23%
Games
46,987

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

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Avoid Flashy + Blade Waltz

Blade Waltz replaces a summoner spell with a custom blink ability. Flashy forces Flash and may replace a summoner spell. These two augments compete for the same summoner spell slot, creating a conflict where you cannot benefit from both replacement effects simultaneously.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.71%
Pick Rate
0.44%
Games
89,301

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

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Avoid Flashy + Clown College

Clown College replaces a summoner spell with Deceive, which is a stealth blink ability. Flashy forces Flash and may prompt you to replace a summoner spell. Both augments want to modify your summoner spells, creating redundancy and potential slot conflicts.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.84%
Pick Rate
0.20%
Games
41,261

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

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Avoid Flashy + Laser Heal

Laser Heal replaces a summoner spell with a channeled healing beam ability. Flashy forces Flash and may replace your other summoner spell. Both augments consume summoner spell slots, limiting your flexibility and potentially forcing you into a suboptimal spell configuration.

Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.40%
Pick Rate
0.20%
Games
39,693

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

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Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.64%
Pick Rate
0.15%
Games
29,828

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

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Avoid Flashy + Droppybara

Droppybara replaces a summoner spell with a large area ultimate-style ability. Flashy forces Flash and may prompt summoner spell replacement. These augments compete for summoner spell slots, reducing the overall value and flexibility you could have from diverse augment choices.

Augment Explained

Flashy

Augments

"Flash Forward": Auto-dash forward after Flash, damaging and slowing enemies in path. A powerful rune for engages and chases.

Mechanics Breakdown

Flashy

Augments

"Flash Forward: Core effect: After flashing, automatically dash 200 units in flash direction Dash damage: 60-150 physical damage (scales with level) Slow effect: 30% slow for 2 seconds Attribute bonus: Damage receives 30% AD + 20% AP scaling Limitation: Dash cooldown syncs with flash cooldown

Trigger Conditions

Flashy

Augments

Flash Forward: Automatically triggers when using Flash. All enemies in the path take damage and slow.

What Does Not Trigger

Flashy

Augments

Flash Forward: Other summoner spells, displacement skills from heroes/items, basic attack/skill damage

Hidden Mechanics

Flashy

Augments

Flash Forward: Charge through walls: Can pass through walls. Slow scaling: +0.5s slow duration per 100 bonus move speed (max +2s). Area slow: Can hit multiple enemies to slow them all. Damage stacking: Triggers other rune effects for each enemy hit during charge.

Best Champion Types

Flashy

Augments

Flash Forward: Initiators, melee fighters, assassins, junglers

Low-Value Champion Types

Flashy

Augments

Flash Forward: Ranged squishies Champions that don't need to engage Supports Pure tanks

Playstyle Tips

Flashy

Augments

Flash Forward: Flash to engage and slow multiple enemies. Flash to reach enemy carries after engage. Chain with other CC for lockdown. Build movement speed items to extend slow duration. Use charge to disrupt enemy formation.

Best Augment Combos

Flashy

Augments

Flashy + Earthwake: Flashy provides three Flash charges with short cooldown between casts, triggering Earthwake's trail explosions on each blink. Chain-flashing across teamfights creates multiple damage zones dealing physical damage based on AD and AP, turning mobility into sustained area damage output in ARAM's narrow corridor. Flashy + Outlaw's Grit: Each Flash cast from Flashy triggers Outlaw's Grit, granting 12 bonus armor and magic resistance per dash up to 60 total. With three charges available, aggressive repositioning builds defensive stacks, enabling dive plays while maintaining survivability during extended skirmishes. Flashy + Shadow Runner: Shadow Runner grants 300 bonus movement speed for 2 seconds after dashing or blinking. Flashy's three Flash charges let you repeatedly trigger this speed burst, enabling rapid repositioning, chase potential, and escape capability throughout extended ARAM teamfights. Flashy + Swift and Safe: Swift and Safe provides a shield after dashing or blinking. Flashy's multiple Flash charges let you trigger this protective shield repeatedly during fights, offering burst survivability each time you reposition with Flash in the chaotic ARAM lane.

Bad Augment Synergies

Flashy

Augments

Avoid Flashy + Flash 2: Flash 2 replaces a summoner spell with Flash and grants 70 summoner spell haste. Flashy already forces Flash and provides 3 charges with its own cooldown system. Taking both wastes an augment slot on redundant Flash access when Flashy already guarantees and upgrades your Flash capability. Avoid Flashy + Blade Waltz: Blade Waltz replaces a summoner spell with a custom blink ability. Flashy forces Flash and may replace a summoner spell. These two augments compete for the same summoner spell slot, creating a conflict where you cannot benefit from both replacement effects simultaneously. Avoid Flashy + Clown College: Clown College replaces a summoner spell with Deceive, which is a stealth blink ability. Flashy forces Flash and may prompt you to replace a summoner spell. Both augments want to modify your summoner spells, creating redundancy and potential slot conflicts. Avoid Flashy + Laser Heal: Laser Heal replaces a summoner spell with a channeled healing beam ability. Flashy forces Flash and may replace your other summoner spell. Both augments consume summoner spell slots, limiting your flexibility and potentially forcing you into a suboptimal spell configuration. Avoid Flashy + Droppybara: Droppybara replaces a summoner spell with a large area ultimate-style ability. Flashy forces Flash and may prompt summoner spell replacement. These augments compete for summoner spell slots, reducing the overall value and flexibility you could have from diverse augment choices.

Common Mistakes

Flashy

Augments

Flash Forward: Don't Flash into enemy team: easily focused down. Don't ignore wall dash effect: quickly chase or escape. Don't force engages without teammate follow-up. In losing games, Flash Forward is mainly for escape: don't use for engages.