ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Gold T2 Patch 26.9
Pinball

What Not to Pair with Pinball

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

52.87%Win Rate
0.56%Pick Rate
T2Tier
114,311Games

What Not to Pair with Pinball

Bad augment synergies and pairings to avoid

Avoid
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.87%
Pick Rate
0.56%
Games
114,311

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.15%
Pick Rate
0.45%
Games
91,361

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

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Avoid Pinball + Biggest Snowball Ever

Both augments modify Mark into different projectiles—Pinball creates a ricocheting pinball while Biggest Snowball Ever creates a massive snowball. These are mutually exclusive transformations, meaning one completely overwrites the other's effect. Taking both wastes an augment slot since you cannot have both empowered versions active simultaneously.

Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.87%
Pick Rate
0.56%
Games
114,311

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
54.47%
Pick Rate
0.61%
Games
124,375

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Avoid Pinball + Snowball Upgrade

Both augments empower Mark with different effects—Pinball adds ricocheting true damage while Snowball Upgrade creates a snowstorm at the impact location. These modifications conflict as they alter the same summoner spell in incompatible ways. The game will only apply one transformation, rendering the other augment's effect completely useless.

Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.87%
Pick Rate
0.56%
Games
114,311

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
53.73%
Pick Rate
0.53%
Games
107,518

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Avoid Pinball + Snowball Roulette

Snowball Roulette replaces Mark's effect with random summoner spells on hit, which conflicts with Pinball's specialized ricocheting pinball mechanic. The random spell override diminishes the value of Pinball's carefully designed terrain-bouncing true damage and cooldown reduction mechanics, creating an unreliable and contradictory interaction.

Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.87%
Pick Rate
0.56%
Games
114,311

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.34%
Pick Rate
0.25%
Games
50,332

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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Avoid Pinball + Holy Snowball

Holy Snowball provides invulnerability after Mark's dash and grants 100 ability haste to Mark. Pinball already grants 50 ability haste to Mark, creating diminishing returns on summoner spell cooldown reduction. More importantly, Holy Snowball's invulnerability on dash arrival conflicts with Pinball's design of maximizing ricochet damage from distance.

What Not to Pair with Pinball

Bad augment synergies and pairings to avoid

Augments

Avoid Pinball + Biggest Snowball Ever: Both augments modify Mark into different projectiles—Pinball creates a ricocheting pinball while Biggest Snowball Ever creates a massive snowball. These are mutually exclusive transformations, meaning one completely overwrites the other's effect. Taking both wastes an augment slot since you cannot have both empowered versions active simultaneously. Avoid Pinball + Snowball Upgrade: Both augments empower Mark with different effects—Pinball adds ricocheting true damage while Snowball Upgrade creates a snowstorm at the impact location. These modifications conflict as they alter the same summoner spell in incompatible ways. The game will only apply one transformation, rendering the other augment's effect completely useless. Avoid Pinball + Snowball Roulette: Snowball Roulette replaces Mark's effect with random summoner spells on hit, which conflicts with Pinball's specialized ricocheting pinball mechanic. The random spell override diminishes the value of Pinball's carefully designed terrain-bouncing true damage and cooldown reduction mechanics, creating an unreliable and contradictory interaction. Avoid Pinball + Holy Snowball: Holy Snowball provides invulnerability after Mark's dash and grants 100 ability haste to Mark. Pinball already grants 50 ability haste to Mark, creating diminishing returns on summoner spell cooldown reduction. More importantly, Holy Snowball's invulnerability on dash arrival conflicts with Pinball's design of maximizing ricochet damage from distance.