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.
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.
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!
No comments:
Post a Comment
Feel free to comment or leave a message :)