| Rarity | Base Stats | Price | Unlock |
|---|---|---|---|
| Silver | 480/370 | 47,000 | Available in Store, Silver Booster Pack, Black Friday Pack 1, Phantom Zone reward (Trainee), Daily log-in bonus reward (day 60) |
BOSSES ARE PROTECTED. |
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% |
As with any other Flash, his heavy combo is very fast and easy to juggle. It hits twice in one swipe, therefore unblockable chance on basics works wonderfully on him. He can also perform infinite basic combo by continuously tapping his light combo twice.
Flash's passive lets him attacks faster!
Passive[]
His passive does not work against Bosses, but does work against Mini-Bosses.
Regime Flash is one of the coveted Silver cards due to his high damage stat for a Silver card and a beneficial speed buff to the whole team, allowing players to attack much quicker. Being able to strike first gives them the upper hand of getting power quicker and access to special attacks faster. His low heath is compensated by his lightning-quick attacks and great damage, thus making him more of a glass cannon. He is the only character to give a team-wide speed buff other than Deathstroke/Red Son.
Gear[]
Any basic attacks boost gear is good for Flash thanks to his fast basic. Because Flash can hit twice in the first heavy combo's swipe, gear with unblockable chance on basic works well on him, especially his signature Hyperspeed Plated Suit which also provides power generation boost to reach SP faster.
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[]
- Characters with powerful but slow basic attacks, such as The Arkham Knight/Arkham Knight.
- Green Lantern/Regime: As mentioned above, faster attack speed gives an edge in power generation. Tack on Green Lantern's teamwide power gen boost then, gear not withstanding, the entire team will be able to achieve and fire off more specials than their opponents.
- Lex Luthor/Insurgency: Lex Luthor's passive helps to compensate for The Flash's low health. In return, The Flash gives Lex Luthor a speed boost to his slower-than-normal basic attacks.
- Harley Quinn/Insurgency: Harley's passive will boost The Flash's already strong damage output. Furthermore, her Bag-o-Tricks can boost The Flash's damage wither her team-wide damage buff or add to his survivability with her team-healing.
Good Against[]
- Characters with slow attack speeds, including but not limited to Solomon Grundy, Darkseid, and Killer Croc/Arkham: The Flash's quick basic attacks shine exponentially when going up against slower characters. He can chip away at their health, gain power faster, fire off a special, and then repeat before they have time to retaliate.
Countered By[]
- Characters with Slow or Deep Freeze, such as Killer Frost/Prime and The Flash/Earth 2: They can slow attack speed of his team.
- The Flash/Prime & The Flash/Metahuman: They can out-speed his team thanks to their passive. To overcome his low stats, Darkseid/Prime can be used to support the bronze Flash.
- The Flash/Blackest Night & Batman/Gaslight: They can cause basic attacks to miss.
- Nightwing/Prime & Nightwing/Regime: They receive reduced damage from basic attack.
- Deathstroke/Red Son & Regime The Flash himself: Deathstroke or enemy Flash can equalize the speed gap between 2 teams.
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 |
| Power Kick | Second Special | The Flash puts a pound of pain into this powerful kick. | 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 | 3,758 | 5,395 |
| Elite I | 5,262 | 7,552 |
| Elite II | 6,765 | 9,710 |
| Elite III | 8,268* | 11,868 |
| Elite IV | 9,772 | 14,026 |
| Elite V | 11,275 | 16,184 |
| Elite VI | 12,779 | 18,342 |
| Elite VII | 14,281 | 20,499* |
| Elite VIII | 15,785 | 22,657 |
| Elite IX | 17,289 | 24,815 |
| Elite X | 20,412 | 31,968 |
Trivia[]
- An Online Battle's Glitch (as of the 2.11 update) that sometimes occurs is when Lex Luthor uses his first special on Regime Flash. If Flash is knocked out, instead of switching out, a blank space may take his place. The opponent will then do nothing, however, you can push the opponent, though it will not take damage.The graphics even show on your team Flash is knocked out. The battle resumes once you switch characters though.
- Similar to other The Flash cards, Regime Flash also has a nearly infinite combo which can be achieved by performing two light attacks without performing the third (or tap, tap, pause, repeat in layman's terms). It can be tricky to perform, as it differs from the regular rapid tap muscle memory. It is easier to perform it after using his SP1 or when you are cornered at the wall.