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* Not Available in Indian, and SEA Servers
The Flash Stats
The Flash Overview
The Flash Stats
|Stats||Lv.1||Per Level Increase||Lv.15|
|Armor||85 | 12.4%||18.4||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|
|Attack Range||Melee (200 units)|
The Flash Abilities (Descriptions, Videos, and Mechanics)
What’s with all these numbers? Learn more about Ability Progression.
Every time The Flash moves 400 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).
After a short charge up, The Flash dashes forward, dealing 200 (+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 300/330/360/390/420/450 (+0.6 AP) magic damage.
- Range: 1500 units
- Despite only travelling 1500 units, The Flash will gain 5 stacks of Sonicboom with each usage of the ability.
The Flash channels the speed force and punches an enemy 5 times within 0.8 seconds, dealing 120/150/180/210/240/270 (+0.25) 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.
- Range: 500 units
The Flash takes off in a circle and creates a cyclone, dealing 80/120/160 (+0.15 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 30% of his movement speed. 2 seconds later when The Flash stops, the vacuum from the cyclone pulls in surrounding enemies, dealing 400/600/800 (+0.75 AP) magic damage.
- 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
Counters to The Flash
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|
Ability Power: +1.5
Magic Life Steal: +0.4%
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|
Ability Power: +2.5
Magic Pierce: +1.4
Ability Power: +1.4
Magic Life Steal: +0.8%
Magic Defense: +1.6
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|
Ability Power: +4.2
Magic Pierce: +2.4
Ability Power: +2.4
Magic Life Steal: +1%
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.
Arena of Valor (AoV) Recommended Article List
|▼ Popular Articles|
|Beginner's Guide||Hero Tier List||Hero Class Guide||Armory (Item List)|