Flash isn't a panacea; skilled players equip these marksmen with other abilities to enhance their combat power.

2026-02-05 13:12

Flash isn't a panacea; skilled players equip these marksmen with other abilities to enhance their combat power.


Playing a marksman emphasizes self-preservation. Whether in solo or team queue, there's a tendency to doubt teammates. Stories of sharing hardships are rarely seen on the battlefield. Chaos and disarray are common in team fights. Even if you're willing to sacrifice yourself to buy time for a one-for-one trade, giving the marksman a second or third kill and the best opportunity to finish them off, they might choose to Flash away. The last survivor, facing the entire team, is as fragile as a biscuit. Do you think they can hold their ground?

Habitually bringing Flash without considering the team composition or the champions.

Taking Flash is generally not wrong, but it reveals your understanding of the hero. Choosing the wrong Summoner Spell is essentially announcing to the world that you're a newbie. In a game teeming with skilled players, this is easily seen through. It's not the fault of random players; from the moment they join the game, Flash seems to be the default choice. Whatever class, whatever hero, before entering the match, no thought is needed—the hand automatically selects Flash. Undeniably, it's strong, providing an extra dash, great for escaping or closing in. The problem is that it's not suitable for all heroes. Picking the wrong one not only deducts points but also wastes a skill slot.

Before discussing marksmen, let's take an example. Against a control-oriented lineup, Diao Chan can take on five opponents at once, spamming skills within her ultimate's magic circle. In this situation, do you think Flash or Purify would be helpful? The answer is Weakening. A semi-tank build can withstand a certain amount of damage, and her equipment provides sustain. However, when facing burst damage from a group, she is most afraid of being instantly killed. Pure Sky deals physical damage, and Moonstone interrupts combos, so Weakening can mitigate most of the damage. After absorbing the damage, it's her turn to counterattack.

Meng Ya: Sprint

When applied to marksmen, maintaining a safe distance for output is essential, and using Flash while stationary is a must. If the attack frequency is high and the weapon is a machine gun, you might want to use Flash for a short dash, or perhaps use Sprint to chase down the opponent and unleash a barrage of fire? Meng Ya is the most typical example. Without a dash, he should be worried about being targeted, but his core output relies on standing still and spraying bullets. After activating his first skill, his movement speed decreases, making positioning difficult and turning him into a vulnerable point. With Sprint, the effect is completely different. Flash can save him once, and Sprint provides a movement speed bonus, allowing him to retreat while shooting, effectively kiting at both close and long range, significantly increasing his margin for error.

Image source: Internet


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