![]() It appears to stack on one opponent, making them even slower. It also gives him a higher chance of stunning the opponent upon tag-in.įinally, his specials slow his opponent, similarly to Killer Frost/Prime's SP1 and Killer Frost/Regime's SP1 and SP2. This makes the Cloak of Destiny practically mandatory on him, as he can take advantage of the bonus damage against stunned as well as the Crit Boost given by the gear. DOT set by other characters are unaffected. If he sets a DOT and another character tags in and stuns the target, the existing DOT won't crit. This includes even DOT effects (especially the LexCorp Set's 3-piece effect)-but only when he is tagged in. Secondly, all of his attacks automatically crit against stunned opponents. The Batman Who Laughs and The Master's Death Cart's tag in attacks take place after Flash's stun, essentially wasting it. Earth 2 teammates can only stun the opponent on tag-in if The Flash is not knocked out. ![]() This stun will also ignore Invulnerability and will stun the protected enemy regardless. ![]() As such, Superman/Blackest Night's passive does not prevent the stun, even while blocking and it cannot be used to knock out characters, even if they're at 1 health point. Essentially unblockable, but not a true block-breaking attack, this stun does no damage of its own and is not a "hit" it simply stuns regardless of block. Despite the passive description, his Earth 2 teammates will not stun the opponent, but instead, The Flash himself phases through his opponent to stun them when an Earth 2 teammate tags in. Like all The Flash characters, he can perform infinite combo by repeating the first 2 hits of his light combo.įlash phases through his opponent to stun them.Įarth 2 Flash essentially has 3 passives: First, he and other Earth 2 teammates are able to stun the opponent upon tag-in, similarly to Bane/Luchador's stun, albeit at a lower chance. ![]()
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