ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Silver T5 Patch 26.9
Flashbang

What Not to Pair with Flashbang

What not to pair with Flashbang in ARAM Mayhem, covering bad augment synergies and low-value combinations.

51.57%Win Rate
0.00%Pick Rate
T5Tier
638Games

What Not to Pair with Flashbang

Bad augment synergies and 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 .

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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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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 .

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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 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 .

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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 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 .

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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.

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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.

What Not to Pair with Flashbang

Bad augment synergies and pairings to avoid

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.