| ▼ Hero Class Guides | ||
|---|---|---|
| List of Item Builds | ||
Warrior |
Tank |
Assassin |
Mage |
Marksman |
Support |
*Not available on Japan server or Nintendo Switch
The Flash Stats

The Flash Overview
| SG Rating | 9.5 |
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| Class | Mage/Assassin | |||||||||||||
| Role | Mobility Initiator |
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 |
|---|---|
SONICBOOMMagic 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).
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| Ability 1 | Effect | |||||||||||||||||||||||||||||||||||
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SUPER SPEEDMagic 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.
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Ability Mechanics
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| Ability 2 | Effect | ||||||||||||||||||||||||||||
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MACH PUNCHMagic 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.
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Ability Mechanics
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| Ultimate | Effect | ||||||||||||||||||||
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CYCLONEMagic 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.
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Ability Mechanics
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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
TeeMee |
Omen |
Ormarr |
Recommended Equipment for The Flash
| SG Recommended Build | ||
|---|---|---|
Orb of the Magi |
Gilded Greaves |
Rhea’s Blessing |
Apocalypse |
Hecate’s Diadem |
Holy of Holies |
See all of The Flash’s item builds.
Recommended Arcana for The Flash
| Level 1 Arcana | ||
|---|---|---|
TalismanAbility Power: +1.5 |
AbsorptionMagic Life Steal: +0.4% |
DisruptionMagic 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 | ||
CorruptionAbility Power: +2.5 Magic Pierce: +1.4 |
RevelationAbility Power: +1.4 Magic Life Steal: +0.8% Magic Defense: +1.6 |
CorrosionAbility 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 | ||
ViolateAbility Power: +4.2 Magic Pierce: +2.4 |
DevourAbility Power: +2.4 Magic Life Steal: +1% |
HexAbility 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 | ||
|---|---|---|
Arena of Valor (AoV) Recommended Article List
| ▼ Popular Articles | |
|---|---|
Beginner's Guide |
Hero Tier List |
Hero Class Guide |
Armory (Item List) |
| ▼ Popular Articles | |||
|---|---|---|---|
Beginner's Guide |
Hero Tier List |
Hero Class Guide |
Armory (Item List) |

Beginner's Guide
Hero Tier List
Hero Class Guide
Armory (Item List)
I believe Flash’s Constitution is 3, not 8