Arena of Valor (AoV) - The Flash Hero Attributes, Stats & Abilities (Mobile Version)

Guide for the hero The Flash, a character in Arena of Valor (AoV). Included are The Flash's abilities, statistics, attributes, strengths, weaknesses, and more


▼ Hero Class Guides
List of Item Builds
AoV WarriorWarrior AoV TankTank AoV AssassinAssassin
AoV MageMage AoV MarksmanMarksman AoV SupportSupport


*Not available on Japan server or Nintendo Switch

The Flash Stats

Arena of Valor The Flash

The Flash Overview

SG Rating 9.5
Arena of Valor Constitution
_
8
Arena of Valor Attack Damage
_
5
Arena of Valor Ability Damage
_
6
AoV-Difficulty
_
7
Constitution Arena of Valor Constitution
_
8
Attack Damage Arena of Valor Attack Damage
_
5
Ability Damage Arena of Valor Ability Damage
_
6
Difficulty AoV-Difficulty
_
7
Class Mage/Assassin
Role Mobility
Initiator

Tier List

The Flash Stats

Stats Lv.1 Per Level Increase Lv.15
HP 3370 204 6232
Mana 490 105 1960
Attack Damage 171 15.5 388
Critical Damage 200% 0 200%
Armor 91 | 13.1% 17.9 342 | 36.3%
Magic Defense 50 | 7.6% 8.5 169 | 21.9%
HP Regen / 5 sec 51 3.1 94
Mana Regen / 5 sec 17 1.7 41
Movement Speed 400 0 400
Attack Range Melee (200 units)

The Flash Abilities (Descriptions, Videos, and Mechanics)

What’s with all these numbers? Learn more about Ability Progression.

Passive Effect
SONICBOOM
Magic Damage
Control
Every time The Flash moves 4 units, he will receive one stack of speed force. Upon reaching 10 stacks, The Flash will activate the speed force, strengthening his next normal attack while dashing forward. He also temporarily reduces his target’s movement speed by 50% and deals (+1.0 AP)ˀ  magic damage. When he hits his target, he gains a shield of 350 (+0.5 AP).
Ability 1 Effect
SUPER SPEED
Magic Damage
Cooldown: 10
After a short charge up, The Flash dashes forward, dealing 200/220/240/260/280/300 (+0.4 AP) magic damage to all enemies in his path. The Flash cannot be controlled while dashing and can cancel the dash by using another ability.
When The Flash reaches his destination, he can activate the skill again to return to where he started, dealing 200/220/240/260/280/300 (+0.4 AP) magic damage. Enemies damaged by the initial dash are dealt an additional 300/360/420/480/540/600 (+0.75 AP) magic damage.
1 2 3 4 5 6
Base Damage 200 220 240 260 280 300
Additional Damage 300 360 420 480 540 600
Cooldown 10 9.4 8.8 8.2 7.6 7
Mana 65 65 65 65 65 65

Ability Mechanics

  • Range: 1500 units
  • The first dash can be interrupted.
  • Despite only traveling 1500 units, The Flash will gain 5 stacks of Sonicboom with each usage of the ability.
Ability 2 Effect
MACH PUNCH
Magic Damage
Cooldown: 9
The Flash channels the speed force and punches an enemy 5 times within 0.8 seconds, dealing 135/160/185/210/235/260 (+0.2 AP) magic damage every time. The last punch deals double damage and, when it hits an enemy, grants The Flash a 40% movement speed increase that weakens over 2 seconds.
1 2 3 4 5 6
Base Damage 135 160 185 210 235 260
Cooldown 9 7.4 6.8 6.2 5.6 5
Mana 55 55 55 55 55 55
Ability Mechanics
  • Range: 450 units
Ultimate Effect
CYCLONE
Magic Damage
Control
Cooldown: 50
The Flash takes off in a circle and creates a cyclone, dealing 90/130/170 (+0.12 AP) magic damage to surrounding enemies for 2 seconds. While he is generating the cyclone, The Flash cannot be targeted by abilities and can move the cyclone’s position at 40% of his movement speed. 2 seconds later when The Flash stops, the vacuum from the cyclone pulls in surrounding enemies, dealing 500/750/1000 (+0.7 AP) magic damage.
1 2 3
Base Damage 90 130 170
Vacuum Damage 500 750 1000
Cooldown 50 45 40
Mana 100 100 100
Ability Mechanics
  • Range: 400 units, Effective range: 800 units

In-Game Tool Tip

The Flash deals additional damage when both dashes of the super Speed hit, so you can do some serious damage if you plan ahead and time it right with Sonicboom.

The Flash Ability Order

Ability 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1
2
Ultimate

Counters to The Flash

Arena of Valor TeeMeeTeeMee Arena of Valor OmenOmen Arena of Valor OrmarrOrmarr

Recommended Equipment for The Flash

SG Recommended Build
Arena of Valor Orb of the MagiOrb of the Magi Arena of Valor Gilded GreavesGilded Greaves Arena of Valor Rhea's BlessingRhea’s Blessing
Arena of Valor ApocalypseApocalypse Arena of Valor Hecate's DiademHecate’s Diadem Arena of Valor Holy of HoliesHoly of Holies
SG Recommended Build
Arena of Valor Orb of the MagiOrb of the Magi Arena of Valor Gilded GreavesGilded Greaves Arena of Valor Rhea's BlessingRhea’s Blessing Arena of Valor ApocalypseApocalypse Arena of Valor Hecate's DiademHecate’s Diadem Arena of Valor Holy of HoliesHoly of Holies

See all of The Flash’s item builds.

Recommended Arcana for The Flash

Level 1 Arcana
Arena of Valor TalismanTalisman
Ability Power: +1.5
Arena of Valor AbsorptionAbsorption
Magic Life Steal: +0.4%
Arena of Valor DisruptionDisruption
Magic Pierce +2.2
If 10 of each: Ability Power +15, Magic Life Steal +4%, Magic Pierce +22 (-3.2% for enemies at level 1)
Level 2 Arcana
Arena of Valor CorruptionCorruption
Ability Power: +2.5
Magic Pierce: +1.4
Arena of Valor RevelationRevelation
Ability Power: +1.4
Magic Life Steal: +0.8%
Magic Defense: +1.6
Arena of Valor CorrosionCorrosion
Ability Power: +0.9
Magic Pierce: +3.8
If 10 of each: Ability Power +48, Magic Life Steal +8%, Magic Pierce +52 (most heroes start at 50 magic defense without arcana), Magic Defense +16 (+2.2% magic defense at the start of the match)
Level 3 Arcana
Arena of Valor ViolateViolate
Ability Power: +4.2
Magic Pierce: +2.4
Arena of Valor DevourDevour
Ability Power: +2.4
Magic Life Steal: +1%
Arena of Valor HexHex
Ability Power: +2.4
Cooldown Speed: +0.7%
If 10 of each: Ability Power +90, Magic Life Steal +10%, Magic Pierce +24 (most heroes start at 50 magic defense without arcana), Cooldown Speed +7%

View a list of all Hero Arcana builds.

Heroes List
Warrior Tank Assassin
Mage Marksman Support

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