Back
フラッシュ
Summoner Spell

Flash

FLASH
Blink

Teleport a short distance

Effect

Teleport a short distance forward or towards the aimed direction.

Gold Equivalent

Priced at item unit costs
971Gequivalent (match average)* estimate

Deaths avoided (blink coefficient 2) makes up 93%

02505007501,000971
  • This spell
  • Other spells
  • Flash 971

#1 of 9 spells. Lowest: Exhaust 313G; highest: Flash 971G

BreakdownMatch average per effect
  • Blink37G4%Lv1 37 → Lv15 37
  • Survival factor34G3%Lv1 14 → Lv15 54
  • Deaths avoided (blink coefficient 2)900G93%Lv1 900 → Lv15 900
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 971
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.951963977991
Assumptions Behind This ValueTap for details
Survival factor

Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.

Champion median

Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.

Six risky moments

Summoner spells are saved for risky moments, so at most 6 uses in a 15-minute match are counted.

One death = 300G

Avoiding a death saves the 300 gold base kill bounty (official patch notes 4.2). Half the match total is counted as the mid-match average.

Full Calculation
Blink: assumed 1s of walking51〜91G

BasisDistance unknown; assumed to be 1 second of walking at the median base move speed

  1. 1distance = median base move speed 350 × 1s = 350. 350 ÷ 150s = 2.33 per second. 2.33 × 16G= 37G
  2. 2Survival: +0.67% speed is counted as +0.67% effective health
  3. 3Median max health × 0.67% × health price= 14〜54G
  4. 4Total 51〜91G
Deaths avoided (blink coefficient 2): assumes 100% of uses avoid a death900G

BasisA blink can't be reacted to and crosses walls, so its escape chance is taken as twice Ghost's one-in-two (blink coefficient 2): used in a risky moment, it avoids the death. A death costs the 300 gold base kill bounty (official patch notes 4.2); at most 6 risky moments in 15 minutes

  1. 1900s match ÷ 150s= 6 uses
  2. 2Capped at 6 risky moments: 6. 6 × 100% × 300G per death= 1,800G
  3. 3Half as the mid-match average= 900G
  • Total 951–991G (level 1–15)
  • Match average: mean of levels 1–15 = 971G

Build Trends

Items