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Flash90
Justice League · Tier 8
Stats
The range each stat rolls in — a higher rarity pushes you toward the top of it. See how stats work.
- Defense30–48
- Utility30–50
- Attack32–48
- Speed80–99
Abilities
- [PASSIVE] Water RunnerYou move so fast that you have the ability to run on water as if it was solid ground.
- Wall RunLets you sprint along walls for mobility.
- WhirlwindRun around in a circle, creating a Whirlwind that sucks in nearby targets, launching them up while dealing damage and giving them Weakness.
- Sonic VortexMoving your arms at incredible speeds, you create a vortex around you, dealing heavy knockback against any nearby entities whilst also damaging them.
- Speedster Punches
- Enhanced ReflexesUsing your immense speed, you slow time around you, stunning enemies as long as you keep continuously moving. Movement Requirement: You must be moving for the stunning effect. Standing still or moving too slow will not affect enemies.
- Quantum TunnelingRush forward, phasing through any wall or attack you come into contact with.
- Fake Out ParryIf damaged while this ability is active, you will teleport to your opponent, dealing damage and giving you the chance to attack them further. The window lasts for 12 seconds, with a cooldown of 20 seconds.
- [ULT] Super Sonic PunchRush forward at an immense speed, letting out an explosion of damage upon contact with any entity. The longer you move, the faster you go, building up potential damage.
- [PASSIVE] Super SpeedWhen running, you leave behind a trail of mirages of yourself alongside a lightning trail.
- Lightning ThrowRush forward before stopping in place to throw lightning out from your hands, damaging anything it hits while also applying Slowness. You must be running to use the ability.
- Lightning SlamSlam the ground, dealing damage and stunning any nearby enemies with the stun effect. It has a cooldown of 15 seconds.
A version of The Flash. Crafting it needs a full The Flash as well as its own ingredients — which also means two shiny rolls.