The Flash - Elseworld (HD)
Rarity Base Stats Price Unlock
Gold 750/750 133,000 Challenge Mode, Challenge Booster Pack, Special Challenge Booster Packs
Passive 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.


Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%
His passive can be helpful in case of emergencies. It will interrupt any enemy specials, AI or player, prevent the opponent from blocking or tagging, as well as disabling special(s) from being activated. It allows Flash to get three to four basic combos for some free blows as 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.

It is possible to trigger Bullet Time while blocking due to reflect damage. In this case the block will be disabled, allowing Elseworld Flash to hit the previously blocking character with impunity. Bullet Time will not trigger if Flash was hit by a super move and survives. Solomon Grundy/Earth 2's Death Aura will also not trigger Bullet Time, until he hits The Flash physically.

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.

IMG 1567-1-

Flash activates his "Bullet Time" passive once his health reaches below 30%.


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 WithEdit

  • The Flash/Regime: He can boost The Flash's speed, allowing him to get in even more attacks when Bullet Time kicks in.

Good AgainstEdit

  • 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 ByEdit

  • 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.


Here are Flash's abilities.

Ability Classification Description Usage
Lightning Kick First Special The Flash deals 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 on his opponent. UNBLOCKABLE. Tap

Support Cards and GearEdit

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)


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.

Tier Damage Health
Normal 6,375 10,935
Elite I 8,813 15,915
Elite II 11,745 21,863
Elite III 17,618 32,805
Elite IV 20,554 39,366
Elite V 23,490 43,740
Elite VI 26,430 47,750
Elite VII 29,363 54,675


  • 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.
  • It is considered one of the worst gold cards
  • It is one of the few challenge cards worth less than buying a challenge pack.