Sep 18, 2015

Mechanics: Extending Flash Moves Over Ledges

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Hi everyone and welcome to another another advanced mechanic guide. This time around we're covering extending flashes over ledges. Some of you old-timers may remember one of Nerfplz's first guides on the site - Extending Warding Over Ledges. This one plays similarly, except there's usually more at stake for missing a Flash over a ledge vs missing a ward over a ledge.

Introduction

Hi everyone and welcome to another another advanced mechanic guide. This time around we're covering extending flashes over ledges. Some of you old-timers may remember one of Nerfplz's first guides on the site - Extending Warding Over Ledges. This one plays similarly, except there's usually more at stake for missing a Flash over a ledge vs missing a ward over a ledge.

The basic premise is this: As long as you can reach 50% of the ledge distance, you can reach the other side.

This also pertains to impassable terrain, such as turrets and inhibitors.

Video Example

Screenshots

Jump #1: This is just a very basic jump showcasing a faster escape after pushing in the enemy base.


Jump #2: This jump is helpful for champions like Fiddlesticks and Rek'Sai, who can gank through the wall without crossing the usual spots containing river wards.


Jump #3: Possibly the riskiest and most rewarding jump in the game, if you get ganked by the jungler and can hit this jump over the wall, you're basically home free with the possibility of a few failed flashes trying to follow you.

This is also doable with the flash summoner spell, but you'll need to be a little further down compared to what's shown in the picture.


Uses

Other than the obvious extension in length of the flash, this also allows you to flash sooner if you know this trick, buying precious seconds.

Additionally, junglers with wall elongating flashes can gank from ranges outside of ward coverage, allowing for some peculiar and almost impossible to detect ganks.

Champions That Can Extend Flash Over Walls

As usual, be sure to comment below if I missed any :P
  • Ezreal (E) - Arcane Shift
  • Fiddlesticks (R) - Crowstorm
  • Kassadin (R) - Riftwalk
  • Lissandra (E) - Glacial Path
  • Rek'Sai (E) - Tunnel
  • Shaco (Q) - Deceive 

Note on Dashes

Note that "dashes" don't count as true flashes, so they don't get the full 50% extension. They do however get a slight extension over certain walls depending on how long the dash is to begin with.

You can tell a dash from a flash since they generally stay visible throughout the duration of the dash and are fully targetable by other spells, whereas flashes are basically immune for the duration of the spell and can't be knocked out en route.
  • Ahri (R) - Spirit Rush
  • Corki (W) - Valkyrie 
  • Ekko (E) - Phase Dive
  • Gragas (E) - Bodyslam
  • Graves (E) - Quickdraw
  • Kha'Zix (E) - Leap
  • Leblanc (W) - Distortion
  • Lucian (E) - Relentless Pursuit
  • Nidalee (W) - Pounce
  • Riven (Q) - Broken Wings
  • Tristana (W) - Rocket Jump
  • Rengar (Passive) - Unseen Predator
  • Zac (E) - Elastic Slingshot

Additional Jump Video

If you're looking for some more possible jumps, be sure to check out this video by HoTTab1CHtv featuring Rek'Sai tunnels where he showcases a TON of sick spots!


Like this series? Want to see some more advanced stuff? Comment below!




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