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

Best Augment Combos with Flash 2

Best ARAM Mayhem augment combos with Flash 2, including must-have synergies and pairing logic.

48.12%Win Rate
0.00%Pick Rate
T5Tier
399Games

Best Augment Combos with Flash 2

Recommended ARAM Mayhem augment synergies

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.

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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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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.

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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.

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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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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.

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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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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.

Best Augment Combos with Flash 2

Recommended ARAM Mayhem augment synergies

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.