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

What Not to Pair with Flash 2

What not to pair with Flash 2 in ARAM Mayhem, covering bad augment synergies and low-value combinations.

48.12%Win Rate
0.00%Pick Rate
T5Tier
399Games

What Not to Pair with Flash 2

Bad augment synergies and 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.

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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 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.

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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 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.

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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 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.

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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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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.

What Not to Pair with Flash 2

Bad augment synergies and pairings to avoid

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.