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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

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    Infinite Crisis builds for Flash

    KoH_Workshop's Gotham Heights Flash Guide (Dead)

    A Flash guide by Workshop_Shaco
    Last updated: Oct 13th, 2014
    Link to guide: www.dawnbase.com/guides/workshop-shacos-gotham-heights-flash-guide-formatted-not-started
    5,138 3


    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Stolen Powers
    Since Flash's change to AD, I have had zero fun games with him. There is no threat of dying, and thus no excitement comes from playing him. I can't even bring myself to play him anymore. Just build anything AD that has on-hit-effects and you should be fine. RIP Flash </3 Ignore anything you see below this line it is outdated and here for reference.

    Yellow text corresponds to playing Flash top while white text corresponds to playing solo bot. The default text color will be used for general information
    I've been playing Flash ever since my first week of Infinite Crisis. He's my favorite hero in the Justice League and his contributions in Crisis on Infinite Earths are incomparable. Although he was nerfed when F=MA no longer activated Blue Scarab (3)'s passive, from the ashes he has risen.


    When the Flash uses a skill he gains the Speed Force effect, which grants him 4% Move Speed for 2.5 seconds. Speed Force can stack up to 5 times and gaining a stack will refresh the duration of all stacks.
    Passive: The Flash gains Power Damage based on his Bonus Move Speed.

    The Flash is so overpowered his passive has a passive. He gains 12% (at level 1, 30% at level 5) Power Damage. This is very under-appreciated IF it even gets noticed.

    When running from or chasing an enemy, you can optimize Speed Force's movement buff by watching it tick down from 3 to 2 to 1 just above your spells. When it reaches 1 second left, use another spell and it will bump it back to 3 seconds and also get you the next level of your passive.


    The Flash dashes to target location, dealing 60 Power Damage to all enemies he touches. If the Flash travels less than the maximum range of this skill, the base cooldown of Flash Attack will be lowered by up to 40%. This full cooldown reduction is achieved if the Flash travels half of the maximum range.

    More often than not, you will be using the full range of this spell. When you are fighting a melee champion, I highly recommend placing the tip f your spell just behind the enemy so you will have a low cooldown. It allows this spell to go past the limit of 40% so if you have the cooldown on [[Fatality's Energy Lance (4)]] then you will have another Flash Attack up in half the time.

    It doesn't really matter which spell you max first as long as it is F=MA or Flash Attack. Both are great damage choices and it's really up to your preference. I have 20 levels of experience with Flash and I feel like I get better results when I level F=MA before Flash Attack
    On the other hand, solo bot laners should max this skill first. It allows you to clear a wave faster than F=MA (this won't even kill the melee minion at max level) and if you can tag the opposing laner with it you can pop your other spells for a positive trade. You need to play patiently, dodge skillshots, and poke with your dash and punches when you can.

    F=MA (W)

    The Flash attacks at maximum attack speed (3 attacks per second) for 4 attacks or for 3 seconds. During this time, the Flash's Basic Attacks deal only one quarter of their base 15 Attack Damage, but deal an additional 20 Power Damage per hit.

    Read Flash Attack to see if you should max this or not. This spell is a bit odd. It looks like basic attacks and it feels like basic attacks, but it is just another spell. Being a spell means you won't be able to use you Psi-Scimitar (3) during it. If they start to run, use Flash attack, slap them, and back off if you're unsure of enemy positions.


    The Flash gains 5 Attack Armor and Power Armor and can move through enemy Champions for 4 seconds. Enemy Champions that he damages or moves through lose 20% Move Speed for 2 seconds and grant the Flash a stack of Speed Force. Champions may only be effected once per activation. While active, Flash Attack changes from a rush to a dash (allowing it to pass through walls).

    Level this up before your passive if you are being focused or do not have a designated tank on your team. Otherwise, level this up last after your passive.

    There are two big things to this spell; A) the slow and B) passing through walls. Most times you will be using this for the slow. It's incredibly difficult to think of an instance when slowing an opponent is not useful. It's only combat effective.
    Allowing you to pass through walls with Flash Attack is the more complicated part (keep in mind that you need to use Hyper Vibration for this to happen). You need to plan ahead and try to figure out if you'll need this to escape or not because the cooldown could bite you in the butt.


    The Flash becomes untargetable and immune to damage while he runs around an area for 2 seconds. Every 0.5 seconds, he gains a stack of Speed Force and deals 30 Power Damage to all enemies in the area. At the end of this time, or if the skill is triggered again to end early, 40 Power Damage is dealt to all enemies still in the area.

    This maelstrom will destroy teamfights if you can place it properly. This is difficult to place, but I find the best spot is just behind the enemies trying to get onto your carries, but in front of the enemy carries as to zone them from the fight. Below is a sloppily drawn image in paint portraying this.

    Amplifier Page 

    S.T.A.R. Labs Mod Enhanced Health Cosmic Belt +75 Health
    This is just a great early game item. Gives a good bit of Power Penetration for that little bit of oomph you need at the start. The 75 health is just a bonus.

    S.T.A.R. Labs Mod Enhanced Power damage Fatality's Energy Lance +15 Power Damage
    You can take either the +15 Power Damage or the +5% Cooldown Reduction. I have never been worried by Flash's cooldowns so I lean towards the +15 Power Damage. Going from level 2 to 3 is a substantial increase in you damage output. Work on buying this before your Psi-Scimitar (3), but if you don't get the gold to buy the active settle for upgrading the Psi-Scimitar (3).

    S.T.A.R. Labs Mod Empowered Psi-Scimitar After skill use, your next attack deals 50 + 50% Power Damage or 150% base Attack Damage. (Tier 3)
    This has always been a staple item for Flash. Now it's just a bit more difficult to utilize. F=MA no longer activates the damage. You need to remember to use a basic attack after F=MA to activate the extra damage. Upgrade the levels of Psi-Scimitar (3) when you don't have enough credits to buy [[Fatality's Energy Lance (4)]].

    S.T.A.R. Labs Augment Codename: Orion
    +0.53 Power Damage/lvl (Max 10.07) (G)
    +1.8 Power Penetration(G)

    Lex Corp Augment Codename: Maze
    +0.23% Cooldown Reduction/lvl (Max 4.37%) (G)
    +1.5 Power Penetration(S)

    S.T.A.R. Labs Augment Codename: Blast
    +4.21 Power Damage(G)
    +1.8 Power Penetration(G)

    S.T.A.R. Labs Augment Codename: Sun
    +0.53 Power Damage/lvl (Max 10.07) (G)
    +0.19% Cooldown Reduction/lvl (Max 3.61%) (S)
    This augment set is designed for the late game (with Blast being the exception). Do your best not to fall behind as Flash's early game can be very tricky. Focus on being a part of kills and learn when it is okay to farm.

    Basic Champion Interactions
    If you read my Robin guide first, you would expect to see a list of 1v1 matchups here. Instead of that, I am going to briefly describe matchups you should avoid. This is all dependent upon credit values and remembering to utilize [[Fatality's Energy Lance (4)]]'s active.

    Most enforcers you won't be able to fight; this excludes people that do things like tank Green Arrow.
    Obviously, disregard this if you are 3000 credits above the strongest enemy.

    Bruisers are less bulky than tanks, but also do more damage.

    You will be able to kill them 1v1 if you dodge their main damage; Green Lantern's rocket/slam combo, Joker's punchy, Star Sapphire's predator. She will be the blaster you have the hardest time with.

    Assassins can be a bit more tricky since you are one. It will usually come down you player skill, knowledge, and as always, credit difference.

    Again, this is like the blasters. Midgame you have a big advantage since you get a power spike from finishing your [[Fatality's Energy Lance (4)]] and Psi-Scimitar (3). You should be able to get your burst down, run away to let your cooldowns come up, and still be able to chase them back for a second round of deadly burst.

    Controllers are usually packing lots of crowd controls (stuns, slows, etc.) so I would just avoid them. They tend to not get a lot of power so if they're the only target available chip away!

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    Latest comments
    flash attack every level? xD
    7:58 am, Oct 15th, 2014
    Very good guide, it offers many great tips that can help in GH games but also GD games.
    12:58 am, Aug 25th, 2014
    That makes me giggle since I've played ~15 GD games! But, it's good to know this helped you out.
    9:51 am, Aug 25th, 2014
    i like your guide very helpful 
    10:33 am, Aug 23rd, 2014
    Thanks! I had fun writing it. I want to make a GA guide, but I'm expecting big changes to him next patch since he's super broken right now.
    9:54 am, Aug 25th, 2014
    me too i made a guide for GA but i'm still adding some words 
    9:44 am, Aug 28th, 2014