B TIERmageMid LaneMediumPatch 1.63Reviewed
The Flash portrait

The Flash

Lightning in a bottle, blink, punch, and pull the whole team in.

No ranked data for this patch yet
Editor's Take

The Flash — Patch 1.63 Verdict

[Web: A | Web: B | Web: B] Ranked A on zathong.com. Ranked B on metatierlist.com. Ranked B on commonsensegamer.com.

Reviewed Patch 1.63By Danai · ROV META
Overview

The Flash — Mage Guide

Key Insights

  • Sonicboom stacks on any movement, 10 steps = empowered auto that slows 50%, deals bonus magic damage, and grants a shield.
  • Super Speed is a two-part dash: first cast goes forward, recast returns to origin, both hits deal damage on the same target.
  • Mach Punch fires 5 hits in 0.8s; the 5th hit deals double damage, but all punches whiff if the enemy dashes sideways mid-channel.
  • Cyclone channels for 2s at 40% move speed, then pulls all nearby enemies to the center, the suck is point-and-click and undodgeable.
  • Pre-stack Sonicboom to 10 before engaging, the slow locks enemies in place so the full W channel and double-damage 5th punch land.

Strengths

  • Super Speed's return dash doubles as escape on the same cooldown as the engage.
  • Cyclone's end-of-channel pull is point-and-click; it cannot be dodged.
  • Sonicboom's 50% slow locks any squishy in place for the full Mach Punch channel.
  • Sprint extends his engage range to backline targets most mages can't reach.

Weaknesses

  • Cyclone is countered by any hero with a dash available during the two-second spin.
  • Mach Punch is direction-locked; one displacement mid-channel drops most of the hits.
  • Pre-Hecate's Diadem his damage is low, forcing Sprint into a defensive tool early.
  • Zero waveclear; Super Speed hits heroes only, so poke laners can shove him freely.
Matchups

Matchups

Kit

Abilities

Sonicboom ability iconP
PASSIVE

Sonicboom

Each time The Flash moves, he accumulates Lightning Energy. Upon reaching 10 stacks, his next auto attack becomes a Sonic Boom, slowing the target by 50% and dealing bonus magic damage. If the attack hits, the target gains armor.

Super Speed ability icon1
SKILL 1

Super Speed

The Flash dashes in a target direction, dealing magic damage to enemies struck. He can reactivate the ability to dash back to the starting point, dealing magic damage. During the return, he deals bonus magic damage to enemies hit by the first dash.

Mach Punch ability icon2
SKILL 2

Mach Punch

The Flash throws 5 rapid punches in a target direction within 0.8s, each dealing magic damage. The final punch deals 2x damage if it hits and grants The Flash 40% movement speed for 2s.

Cyclone ability iconR
ULTIMATE

Cyclone

The Flash spins to create a lightning cyclone, dealing magic damage to surrounding enemies. He can reposition the cyclone at 40% of his movement speed for 2s. When the cyclone ends, enemies are pulled to the center and take magic damage.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Super Speed
1·3·5·7·9···13··
2Mach Punch
·2·4···8·10·12·14·
RCyclone
·····6····11···15
Build

Loadout

Sprint summoner spell icon
Summoner Spell
Sprint
Core Runes
Desolate rune iconDesolate
Spirit rune iconSpirit
Stain rune iconStain
Recommended

Standard Build

Orb of the Magi item icon1
Orb of the Magi
Glided Greaves item icon2
Glided Greaves
Hecate's Diadem item icon3
Hecate's Diadem
Apocalypse item icon4
Apocalypse
Rhea's Blessing item icon5
Rhea's Blessing
Mechanics

Core Combos

01

Standard Kill Combo

Sonicboom ability iconP
Sonicboom
Super Speed ability icon1
Super Speed
AA
Auto
Mach Punch ability icon2
Mach Punch
Cyclone ability iconR
Cyclone
Super Speed ability icon1
Super Speed

Pre-stack Sonicboom to ten charges before engaging, Q into the target, immediately proc the empowered auto to apply the 50% slow, W for the full five-hit channel, R to pin them in the cyclone, then activate Q's return dash to safety after the pull lands. This is the bread-and-butter sequence for solo kills on squishy targets.

02

Sprint Dive

Sonicboom ability iconP
Sonicboom
Super Speed ability icon1
Super Speed
AA
Auto
Mach Punch ability icon2
Mach Punch
Cyclone ability iconR
Cyclone

Activate Sprint immediately before Q to close an absurd amount of ground on a backline carry in a team fight, ensuring the empowered auto slow lands before W even begins.

03

Safe Trade

Super Speed ability icon1
Super Speed
Mach Punch ability icon2
Mach Punch
Super Speed ability icon1
Super Speed

Use this in lane when you haven't pre-stacked Sonicboom. Q forward through the enemy, W immediately, then pop the Q return to exit the trade before they can respond. Don't force R unless it secures the kill.

Watch

Expert Video Guide

ROV : 5 เทคนิคการเล่น The Flash [รีวิว/สกิล/ออกของ/รูน] — MetalBridges

Strategy

Gameplan

Power Spikes

The Flash's first real spike is level 4, when all three base abilities are available and the full passive-into-W combo is online. He doesn't feel complete until Hecate's Diadem is finished, usually around the 12-to-15 minute mark, since that item nearly doubles the effective damage of his W channel on its own. His strongest window is the mid-game skirmish phase, roughly minutes 10 through 18, when he has Hecate's, Sprint is off cooldown, and enemies haven't stacked tenacity. Late game, once tanks build magic resist and CC supports can interrupt his W mid-channel, his relative power drops, so force decisive fights while the item gap favors you.

Early Game

Levels 1–6
  • Walk constantly between CS attempts to stack Sonicboom. The passive procs on movement, so standing still in lane actively costs you damage potential and shield charges.
  • Look for a level-four all-in on the enemy mid laner if they've overextended past the river. At this level you have Q+W+passive available and Sprint makes the engage nearly unavoidable.
  • Don't use Q to clear waves. Save it for the next trade window or as an escape if you get ganked. The cooldown is too valuable to waste on minions.

Mid Game

Post Broken Spear
  • The moment Hecate's Diadem completes, look for a pick on the enemy carry rotating through the river. This is your largest solo-kill window in the entire game.
  • Join every Dragon and Dark Slayer contest with Sprint ready. Your Cyclone pull at the end of a fight forces the enemy off the objective even if they've already started the channel.
  • Rotate to side lanes after pushing mid to deny the enemy jungler's vision. Your Q return dash means you can dive a tower, get a kill, and bounce back to safety in one action.

Late Game

Teamfight phase
  • In full five-versus-five team fights, never R as the opener. Wait for your front line to force the enemy together before activating Cyclone so the pull catches multiple targets.
  • If the enemy composition has two or more dash-heavy heroes, save Sprint as an emergency peel tool rather than a dive initiator. The game is often decided by whether their carry survives, not whether yours does.
  • Target the enemy marksman exclusively with your dive if they have items. The mage likely has enough magic resistance by this point that your W channel won't one-shot them before their CC interrupts you.
Tips

Pro Tips

  • Pre-walk ten Sonicboom stacks before every engage, even while standing in base waiting for your team. The passive procs on any movement, so the habit costs nothing and guarantees your empowered auto is ready when you need it.
  • The Q return dash can be deliberately delayed by not re-activating it right away. Hold the recast to bait the enemy into chasing, then trigger it to dash back through them for a free second-hit proc while they're caught out of position.
  • Place the center of Cyclone slightly behind your primary target during the spin rather than directly on top of them. The pull will then drag them toward your team instead of into empty space behind you.
  • Sprint timing separates Diamond The Flash players from Masters players. Pop it 0.3 seconds before Q so the dash animation carries you the extra distance, rather than wasting the speed burst standing still before the cast.

The Flash is the pick for mid mage players who want carry weight without giving up self-peel. His Q return dash is a safety net that lets aggressive players take fights a less mobile mage would get punished for. The thing to master is Sonicboom pre-stacking. Every fight you enter without ten passive charges ready is a fight where the 50% slow isn't there to guarantee your W channel, and that small habit gap is what separates a Flash who picks up kills from one who creates them consistently. If you enjoy reading fight geometry and punishing overextensions rather than fishing with skillshots, this is your hero. Put in the Sonicboom reps and the kills follow.

FAQ

The Flash — Frequently Asked Questions

Is The Flash good in the current ROV patch?+

Yes. The Flash is solidly A tier on the Thai server right now, a consistent, high-impact pick without being ban-priority. His built-in escape and point-and-click pull keep him relevant in a meta that rewards heroes who can solo-kill the backline without being stuck in the front line afterward.

What is the best build for The Flash?+

Start Orb of the Magi for the sustained mana and HP to get through the early laning phase, then rush Gilded Greaves and Hecate's Diadem. Hecate's is the item that makes your W punishing rather than ticklish. Finish with Apocalypse for the extra burst proc on your empowered auto and Rhea's Blessing as your final-slot survivability tool against magic-heavy lineups.

How do you counter The Flash?+

The most reliable counter is heroes with dashes available during his W channel so you escape mid-punch-sequence, or untargetable abilities like Lorion's ultimate that let you ignore the Cyclone pull entirely. At macro, constant pressure from a strong early-game jungler before he finishes Hecate's Diadem is the fastest way to keep him off his power spike.

Is The Flash hard to play / good for beginners?+

Medium difficulty. The core combo is straightforward, but the real skill ceiling is in pre-stacking Sonicboom correctly, timing the Q return for both damage and escape in the same activation, and knowing when to hold Cyclone rather than open with it. Not recommended as a first mage for new players, but for Diamond players already comfortable with combo mages he is one of the most rewarding mid-laners to invest in.

Sources & MethodThis guide reflects the current Thai-server ranked meta as documented by Thai-language creators kritngi and Doyser on YouTube, cross-referenced with live win/pick/ban data from Thai-server Diamond-and-above ranked play, and adapted into English for the international ROV community. See our full methodology.