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Augment Details Silver T5 Patch 26.9
Flashbang

Flashbang ARAM Mayhem Augment Guide

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

51.57%Win Rate
0.00%Pick Rate
T5Tier
638Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage2T548.28%0.00%17426.9
Stage3T551.50%0.00%20026.9
Stage4T454.44%0.01%25926.9

Flashbang Hextech Combos

Must-have augment combinations extracted from the guide

Combos
Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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 .

View augment details

Flashbang + Flashy

Flashbang's explosion triggers on each Flash cast, and Flashy provides 3 Flash charges with a short 2-second cooldown between uses. This enables rapid-fire burst damage and area slows, turning Flash into a multi-cast offensive weapon. The death reset on Flashbang synergizes with aggressive play, letting you engage repeatedly with triple explosion potential.

Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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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Flashbang + Earthwake

Earthwake triggers whenever you dash or blink, creating a damaging trail from your starting position to your Flash destination. Flashbang adds a separate explosion at the landing point, resulting in two simultaneous damage zones. This doubles the area damage from a single Flash cast, creating devastating burst in the narrow ARAM lane.

Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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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Flashbang + Swift and Safe

Swift and Safe grants a substantial shield after blinking, directly triggering when Flashbang activates. This provides defensive coverage during your aggressive Flash engages, letting you survive the close-range explosion zone. The combination enables safer initiation while still delivering Flashbang's damage and slow to nearby enemies.

Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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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Flashbang + Shadow Runner

Shadow Runner grants 300 bonus movement speed for 2 seconds after blinking, activating immediately when Flashbang triggers. The speed boost helps you reposition after the explosion, chase slowed enemies, or escape after engaging. This mobility synergy makes Flash a stronger engage and disengage tool in continuous ARAM teamfights.

What Not to Pair with Flashbang

Bad augment synergies and low-value pairings to avoid

Avoid
Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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 .

View augment details

Avoid Flashbang + Flashy

Flashbang and Flashy both force Flash onto your build and modify its behavior, but their effects conflict in design. Flashbang provides a death reset for aggressive play, while Flashy offers multiple charges with a long recharge. Taking both wastes an augment slot on redundant Flash modification when you could have a combat augment instead.

Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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 Flashbang + Flash 2

Flash 2 replaces a summoner spell with Flash and grants 70 summoner spell haste. Flashbang already forces Flash if not equipped and provides its own reset mechanic. The summoner spell haste from Flash 2 offers minimal value since Flashbang's power comes from the death reset rather than cooldown reduction, making this pairing inefficient.

Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
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 Flashbang + Blade Waltz

Blade Waltz replaces a summoner spell with a dash ability that conflicts with Flashbang's requirement to equip Flash. Since Blade Waltz occupies a summoner slot and provides its own blink mechanic, you lose the opportunity to maximize Flashbang's explosion damage and slow effect, resulting in wasted potential from both augments.

Flashbang Flashbang Flashbang Silver
Rarity
Silver
Tier
T5
Win Rate
51.57%
Pick Rate
0.00%
Games
638

Using Flash creates an explosion around the blink location that deals 70 – 240 (based on level) (+ 70% AD) (+ 60% AP) magic damage to nearby enemies and slows them by 35% for 1. 25 seconds. Additionally, the cooldown of your Flash resets upon your death. If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.99%
Pick Rate
0.14%
Games
27,514

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details

Avoid Flashbang + Feel the Burn

Feel the Burn replaces a summoner spell with a powerful area effect ability. This forces a choice between keeping Flash for Flashbang's explosion or losing the augment's core functionality. Since both augments compete for the same summoner spell slot and Feel the Burn provides superior crowd control, Flashbang becomes largely redundant.

Augment Explained

Flashbang

Augments

"Flashbang": Chance to fire flashbang on skill cast, blinding enemies in area. A实用 rune for poke and engages.

Mechanics Breakdown

Flashbang

Augments

Flashbang: Core effect: 15% chance to fire a flashbang when casting a spell. Effect: Blinds enemies in 150 range for 1 second, 80% chance for attacks to miss. Stat scaling: Per 100 AP, chance +3% (max +15%), blind duration +0.2 seconds (max +0.5 seconds). Limit: Can only trigger once per spell.

Trigger Conditions

Flashbang

Augments

Flashbang: When casting all active abilities. Blinds enemies on hit.

What Does Not Trigger

Flashbang

Augments

Flashbang: Basic attacks, equipment skills, summoner spells, healing/shield effects, after death

Hidden Mechanics

Flashbang

Augments

Flashbang: Blind Priority: Applies before all hit calculations. Area Blind: All enemies in area blinded. Effect Stacking: Stacks with other blind effects. Immunity Ignored: Enemy's blind immunity ignores this flashbang.

Best Champion Types

Flashbang

Augments

Flashbang: Poke mages, short CD ability users, initiators, supports

Low-Value Champion Types

Flashbang

Augments

Flashbang: Basic attack damage dealers Long cooldown ability users Assassins Pure tanks

Playstyle Tips

Flashbang

Augments

Flashbang: Build AP and ability haste to increase trigger chance and effect. Cast spells frequently to trigger flashbang. Blind enemy carries in teamfights to reduce their output. Use blind effect for kiting and counter-attacking. Try to hit multiple enemies with flashbang.

Best Augment Combos

Flashbang

Augments

Flashbang + Flashy: Flashbang's explosion triggers on each Flash cast, and Flashy provides 3 Flash charges with a short 2-second cooldown between uses. This enables rapid-fire burst damage and area slows, turning Flash into a multi-cast offensive weapon. The death reset on Flashbang synergizes with aggressive play, letting you engage repeatedly with triple explosion potential. Flashbang + Earthwake: Earthwake triggers whenever you dash or blink, creating a damaging trail from your starting position to your Flash destination. Flashbang adds a separate explosion at the landing point, resulting in two simultaneous damage zones. This doubles the area damage from a single Flash cast, creating devastating burst in the narrow ARAM lane. Flashbang + Swift and Safe: Swift and Safe grants a substantial shield after blinking, directly triggering when Flashbang activates. This provides defensive coverage during your aggressive Flash engages, letting you survive the close-range explosion zone. The combination enables safer initiation while still delivering Flashbang's damage and slow to nearby enemies. Flashbang + Shadow Runner: Shadow Runner grants 300 bonus movement speed for 2 seconds after blinking, activating immediately when Flashbang triggers. The speed boost helps you reposition after the explosion, chase slowed enemies, or escape after engaging. This mobility synergy makes Flash a stronger engage and disengage tool in continuous ARAM teamfights.

Bad Augment Synergies

Flashbang

Augments

Avoid Flashbang + Flashy: Flashbang and Flashy both force Flash onto your build and modify its behavior, but their effects conflict in design. Flashbang provides a death reset for aggressive play, while Flashy offers multiple charges with a long recharge. Taking both wastes an augment slot on redundant Flash modification when you could have a combat augment instead. Avoid Flashbang + Flash 2: Flash 2 replaces a summoner spell with Flash and grants 70 summoner spell haste. Flashbang already forces Flash if not equipped and provides its own reset mechanic. The summoner spell haste from Flash 2 offers minimal value since Flashbang's power comes from the death reset rather than cooldown reduction, making this pairing inefficient. Avoid Flashbang + Blade Waltz: Blade Waltz replaces a summoner spell with a dash ability that conflicts with Flashbang's requirement to equip Flash. Since Blade Waltz occupies a summoner slot and provides its own blink mechanic, you lose the opportunity to maximize Flashbang's explosion damage and slow effect, resulting in wasted potential from both augments. Avoid Flashbang + Feel the Burn: Feel the Burn replaces a summoner spell with a powerful area effect ability. This forces a choice between keeping Flash for Flashbang's explosion or losing the augment's core functionality. Since both augments compete for the same summoner spell slot and Feel the Burn provides superior crowd control, Flashbang becomes largely redundant.

Common Mistakes

Flashbang

Augments

Flashbang: Don't take on pure auto attack champions, blind affects you more. Don't ignore it's probabilistic, can't count on triggering every time. Don't take when enemy has blind immunity. Note blind only affects auto attacks, not abilities.