ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Silver T5 Patch 26.9
Flash 2

Flash 2 ARAM Mayhem Augment Guide

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

48.12%Win Rate
0.00%Pick Rate
T5Tier
399Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage2T543.27%0.00%10426.9
Stage3T455.08%0.00%11826.9
Stage4T546.02%0.00%17626.9

Flash 2 Hextech Combos

Must-have augment combinations extracted from the guide

Combos
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.

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 .

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Flash 2 + Flashy

Flash 2 provides a Flash replacement with 70 summoner spell haste, while Flashy upgrades Flash to have 3 charges with only a 2-second cooldown between casts. Together, these augments create an incredibly mobile playstyle with frequent repositioning options, allowing for aggressive engages and quick escapes in the narrow ARAM lane.

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.

View augment details
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 + Flashbang

Flash 2 grants Flash with 70 summoner spell haste, and Flashbang causes Flash to create an explosion dealing magic damage and slowing enemies while resetting on death. This combination transforms Flash into both a mobility tool and a reliable damage source for engages or disengages in teamfights.

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.

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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Flash 2 + Earthwake

Flash 2 provides Flash with 70 summoner spell haste, and Earthwake causes dashing or blinking to leave behind an exploding trail dealing physical damage. Each Flash triggers Earthwake's explosion, adding significant area damage to every blink for enhanced teamfight impact.

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.

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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Flash 2 + Shadow Runner

Flash 2 grants Flash with 70 summoner spell haste, and Shadow Runner provides 300 bonus movement speed for 2 seconds after dashing or blinking. This synergy gives massive speed bursts after every Flash, enabling extended chases or rapid repositioning after initial blinks.

What Not to Pair with Flash 2

Bad augment synergies and low-value pairings to avoid

Avoid
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.

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 .

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Avoid Flash 2 + Flashy

Flashy already provides Flash with 3 charges and a 2-second cooldown between casts, making the Flash replacement from Flash 2 completely redundant. Taking both wastes an augment slot since Flashy's superior Flash system overrides Flash 2's basic Flash replacement, leaving only the 70 summoner spell haste as value.

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.

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 Flash 2 + Blade Waltz

Blade Waltz replaces a summoner spell with its own ability, and Flash 2 does the same with Flash. Since both compete for the same summoner spell slot, you cannot have both effects active simultaneously. This creates a direct conflict where one augment's effect is lost entirely.

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.

View augment details
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 Flash 2 + Clown College

Clown College replaces a summoner spell with Deceive, which conflicts with Flash 2's Flash replacement. Both augments target the same summoner spell slot, meaning one will override the other. This pairing wastes an augment slot due to the mutual exclusivity of the summoner spell replacements.

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.

View augment details
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

Avoid Flash 2 + Flashbang

Flashbang enhances Flash with damage and slow effects, but requires Flash to be equipped to function. If Flash 2 replaces your other summoner spell instead of the slot Flashbang expects, the synergy fails. The interaction is unreliable and may not trigger Flashbang's bonus effects consistently.

Augment Explained

Flash 2

Augments

"Flashy": Significantly reduced Flash cooldown, with movement speed and damage boost after Flash. A versatile chase and survival rune for all champions.

Mechanics Breakdown

Flash 2

Augments

"Flashy: Core effect: Flash cooldown reduced by 40% Post-flash effect: +30% movement speed +15% all damage for 3 seconds Kill refresh: Each assist/kill reduces flash cooldown by 5 seconds Cooldown minimum: Flash minimum 60 seconds CD

Trigger Conditions

Flash 2

Augments

Automatically triggers when using Flash, cooldown reduction after participating in a kill, movement speed and damage bonus automatically apply

What Does Not Trigger

Flash 2

Augments

Flashy Flash: Other summoner spells, displacement skills from heroes/items, after death

Hidden Mechanics

Flash 2

Augments

Flash Forward: Cooldown stacking: Stacks with other CDR effects. Refresh duration: Refreshes duration if flashed again during buff duration. Wall bonus: +10% move speed after flashing through a wall. Death continuation: Flash cooldown continues during death.

Best Champion Types

Flash 2

Augments

Flash Flash: All champions, initiators needing Flash, vulnerable squishies needing Flash, assassins relying on Flash for burst

Low-Value Champion Types

Flash 2

Augments

Flash Flash Revolution: Champions with multiple dashes Champions that don't need Flash (Hecarim / Ornn) Pure tanks (Flash is less useful)

Playstyle Tips

Flash 2

Augments

Flash Flash: Use short CD flash to chase and escape. Deal damage immediately after flash for damage bonus. Refresh flash after assists for extended fights. Use flash to dodge key skills or engage in teamfights. Use movement speed after wall jumps to kite.

Best Augment Combos

Flash 2

Augments

Flash 2 + Flashy: Flash 2 provides a Flash replacement with 70 summoner spell haste, while Flashy upgrades Flash to have 3 charges with only a 2-second cooldown between casts. Together, these augments create an incredibly mobile playstyle with frequent repositioning options, allowing for aggressive engages and quick escapes in the narrow ARAM lane. Flash 2 + Flashbang: Flash 2 grants Flash with 70 summoner spell haste, and Flashbang causes Flash to create an explosion dealing magic damage and slowing enemies while resetting on death. This combination transforms Flash into both a mobility tool and a reliable damage source for engages or disengages in teamfights. Flash 2 + Earthwake: Flash 2 provides Flash with 70 summoner spell haste, and Earthwake causes dashing or blinking to leave behind an exploding trail dealing physical damage. Each Flash triggers Earthwake's explosion, adding significant area damage to every blink for enhanced teamfight impact. Flash 2 + Shadow Runner: Flash 2 grants Flash with 70 summoner spell haste, and Shadow Runner provides 300 bonus movement speed for 2 seconds after dashing or blinking. This synergy gives massive speed bursts after every Flash, enabling extended chases or rapid repositioning after initial blinks.

Bad Augment Synergies

Flash 2

Augments

Avoid Flash 2 + Flashy: Flashy already provides Flash with 3 charges and a 2-second cooldown between casts, making the Flash replacement from Flash 2 completely redundant. Taking both wastes an augment slot since Flashy's superior Flash system overrides Flash 2's basic Flash replacement, leaving only the 70 summoner spell haste as value. Avoid Flash 2 + Blade Waltz: Blade Waltz replaces a summoner spell with its own ability, and Flash 2 does the same with Flash. Since both compete for the same summoner spell slot, you cannot have both effects active simultaneously. This creates a direct conflict where one augment's effect is lost entirely. Avoid Flash 2 + Clown College: Clown College replaces a summoner spell with Deceive, which conflicts with Flash 2's Flash replacement. Both augments target the same summoner spell slot, meaning one will override the other. This pairing wastes an augment slot due to the mutual exclusivity of the summoner spell replacements. Avoid Flash 2 + Flashbang: Flashbang enhances Flash with damage and slow effects, but requires Flash to be equipped to function. If Flash 2 replaces your other summoner spell instead of the slot Flashbang expects, the synergy fails. The interaction is unreliable and may not trigger Flashbang's bonus effects consistently.

Common Mistakes

Flash 2

Augments

Flash Flash: Don't waste Flash frequently: save for key moments. Don't ignore damage bonus after Flash: output immediately after flashing. Don't force engages while on cooldown. Note Flash wall判定: don't Flash into walls.