Sep 18, 2015

Mechanics: Extending Flash Moves Over Ledges

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Rek'Sai splash art

A blink has a fixed range, but terrain doesn't care about that. Get halfway into a wall and you come out the other side, which turns a fixed-distance escape into one your pursuer cannot follow.


League of Legends Mechanics

Extending Flash Over Ledges

Updated August 2026
Rek'Sai splash art

Long-time readers may remember one of the first guides ever published here, on throwing wards over walls. This works on the same principle with considerably more at stake, because missing a ward costs you 75 gold and missing a blink costs you the game.

The rule is simple: if you can reach 50% of the way into the wall, you come out the far side. That applies to impassable terrain generally, including turrets and inhibitors, not just jungle walls.

Extending flashes over ledges, demonstrated

Three Jumps Worth Knowing

Flash over a wall inside the enemy base
Jump 1. A basic escape after pushing into the enemy base, and the easiest of the three to land.
Flash through a jungle wall to gank
Jump 2. Useful for champions who can arrive through the wall rather than through the river, where the wards are.
Escaping a jungle gank by blinking over terrain
Jump 3. The riskiest and the most rewarding. Land this while being ganked and you're usually home free, often with a failed pursuit behind you.

Jump 3 also works with Flash itself, though you need to stand slightly further down than the screenshot shows.

Why It's Worth the Practice

It's longer than it looks

The obvious benefit. You cover more ground than the ability's stated range, which repeatedly beats pursuers who judged the distance correctly.

You can commit sooner

Knowing the trick means you don't have to walk to the wall before escaping over it. Those saved seconds are frequently the whole escape.

Ganks from nowhere

Junglers with a wall-crossing blink arrive from angles the enemy hasn't warded, because the usual approach routes are the ones people cover.

It works on structures

Turrets and inhibitors count as impassable terrain for this, which opens escape routes inside a base that most players never consider.

Abilities That Do It

  • Ezreal · Arcane Shift [E]
  • Fiddlesticks · Crowstorm [R]
  • Kassadin · Riftwalk [R]
  • Lissandra · Glacial Path [E]
  • Rek'Sai · Tunnel [E]
  • Shaco · Deceive [Q]

Rek'Sai tunnels in depth

Dashes are not blinks, and don't get the full extension. A dash keeps your champion visible and targetable for the whole movement, so it can be interrupted and knocked around. A blink makes you briefly untargetable and lands you at the destination. Dashes do get a small amount of wall extension depending on their length, but nothing like the 50% rule above. If you can watch your champion travel, it's a dash.

For any term used here, the League of Legends Terms Glossary covers it.


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