Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 750/750 | 133,000 | Challenge Mode, Challenge Booster Pack, Special Challenge Booster Packs |
Bullet Time: Once per match, when Flash reaches 30% HEALTH, his opponent's SPECIALS are disabled and TIME SLOWS for 7 seconds. |
Elseworld Flash is a rarely seen card. One of the earlier challenges, he has the lowest total base stats of any gold character (tied with Black Adam/Regime), and a one-use passive. Despite this, being a Flash card makes him decent in interrupting opponents and block breaking with his basic attacks.
Strategy
Basic Attacks
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 4% - 4% | 12% |
Like all other Flash characters, he can perform his first two heavy attacks with one swipe, making gears that grant unblockable chance on basic attacks quite strong on him.
Passive
His passive is triggered when his health falls below 30%. However, if he is being hit by an enemy special, his passive will only trigger after it finishes, and will not trigger at all if he is KO'ed. His passives greatly slows his opponent, prevents them from tagging and disabling their specials and super. The normal rules of targeting are lifted - he can use a basic combo again immediately after finishing the first, and they will hit the opponent who is falling towards the ground. However, using a special will end Bullet Time prematurely, giving your opponent a chance to block.
A stun attack can trigger Bullet Time, and the passive will not cleanse the effect, preventing Flash from acting for a few seconds. It can be triggered while his opponent is blocking due to reflect damage; his opponent can maintain their block when this happens. Bullet Time will not trigger if Flash was hit by a super move and survives. Damage-over-time effects will also not trigger Bullet Time, until The Flash was hit physically. If the DoT is strong enough to bring him to critical health, he can be KO'ed in one hit without Bullet Time being triggered.
The damage over time effect on The Ibistick, LexCorp Helmet Armor V2 and League of Assassins Adept Blade would be applied even if the special was interrupted.
Enemy Area Effect can bring him below the threshold without triggering his passive if he is tagged out. It is not automatically triggered when he tags in - only when he next gets hit, but that next hit can KO him without ever triggering his passive.
Interactions
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against The Flash. Having a card that "counters" The Flash does not mean it is always a good choice.
Good With
- The Flash/Regime: He can boost The Flash's speed, allowing him to get in even more attacks when Bullet Time kicks in.
- Shazam/New 52, Superman/New 52, and Wonder Woman/New 52: He counts as a Justice League member for their passives.
- The Flash/Wally West Rebirth: He contributes towards Wally West's evasion rate.
Good Against
- Slow opponents such as Killer Croc/Arkham: When Bullet Time is active, it is similar to Deep Freeze where they will be so slow they are almost unusable.
Countered By
- Militarized Batmobile: If this gear is able to Knockout an opponent, and reduces his health down below 30% before he tags in, then Batman will be impervious to all of Flash's attacks, although Batman would still be "slowed" down.
- Green Lantern/John Stewart: In reverse of the above, John Stewart's passive is activated for his teammates, then that character will be invulnerable against all of Flash's attacks for the said amount of time.
- Batman/Arkham Knight: As Batman's first special has a chance to stun, if it does stun Elseworld Flash as it triggers his passive, then it will render his passive almost useless (as the Stun would only lasts for 5 seconds).
- Sinestro/Antimatter: His SP1, "Death from Above" can force The Flash to tag out, cancelling his Bullet Time.
- Solomon Grundy/Earth 2: His constant DOT from his passive will drain away at The Flash's health without triggering Bullet Time. Given his high health and power dampening, he would be able to tank damage from The Flash until the right moment comes to knock him out.
- Black Adam/New 52: Same as above, although The Flash's specials can get rid of the orbs, forcing Black Adam to tag in again or summon them via Dark Power specials.
- Characters with powerful one-hit or damage concentrated on one hit specials as they can bypass Flash's passive.
Abilities
Here are Flash's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Lightning Kick | First Special | The Flash deals out a series of ultra-quick kicks, temporarily increasing his attack speed (by 15%). | Rapid Swipe |
Fastest Man Alive | Second Special | The Flash attacks multiple times in the blink of an eye. | Quick Tap |
Speed Zone | Super Move | The Flash delivers super-speed punches onto his opponent. UNBLOCKABLE. | Tap |
If you equip him with The Ibistick, the LexCorp Helmet V2, or the League of Assassins Adept Blade, and use his SP1 and don't swipe at all, only the first kick will be performed and the DOT from these gears will not be applied.
Support Cards and Gear
Here are The Flash's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Altered Perception | Health | 10% HEALTH BOOST. | 3,000 |
Lightning Quick | Damage | 10% DAMAGE BOOST. | 4,000 |
Speed Force | Energy | 10% ENERGY REGENERATION. | 5,000 |
Hyperspeed Suit (Hyperspeed Plated Suit) | Gear |
8% - 18% POWER GENERATION increase [The Flash] 15% - 25% UNBLOCKABLE chance on basic attacks [EVOLVED] 20% - 30% CRIT chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Stats
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 5,872 | 10,935 |
Elite I | 8,809 | 16,402 |
Elite II | 11,745 | 21,870 |
Elite III | 17,618 | 32,805 |
Elite IV | 20,554 | 39,366 |
Elite V | 23,490 | 43,740 |
Elite VI | 26,426 | 49,207 |
Elite VII | 29,362 | 54,675 |
Elite VIII | 32,299 | 60,142 |
Elite IX | 35,235 | 65,610 |
Elite X | 41,462 | 84,240 |
Trivia
- If seen in slow motion (by knocking him out during it), while his passive is active, you can see light orange silhouettes flashing on a dark orange background.
- Whether his passive interrupts specials used to depend on whether he is player or AI-controlled. Elseworld Flash's passive will interrupt specials if he is on the player-controlled team, but on an AI team, it only slowed your motion without directly interrupting the special - which can cause some hits to miss if the special depends on positioning. For example, during his S2, Reverse Flash punches his opponent, causing them to bounce into the air before kicking them repeatedly in midair. If the punch triggered Bullet Time, the kicks would have missed as Reverse Flash was slowed but Elseworld Flash still falls at normal speed, and has already fallen back to the ground by the time the Reverse Flash has reappeared in midair attempting to kick his opponent.
- He is the only Challenge character to be worth less than the Challenge Pack.