Flash Family

**Flash Family & Team Flash Faction Strategy**

**Overview**The Flash Family is a group of Speedsters who have either the Speed Force or Superspeed special powers. They're typically low-life heroes with either high defense or a dodge ability. But their high speed and ability to move through figures allows them to threaten enemy leaders or supporters that would usually be safe in the enemy start zone or behind a wall of other enemies.

Speedsters have two big weaknesses. First, any opponent who can prevent them from moving, like Tar Pit or Mister Fantastic, can remove one of the Speedster's greatest strengths. Second, any opponent who can inflict automatic wounds or reduce a Speedster's defense can easily kill them. Avoiding or prioritizing opponents' figures that can do either of those things is key.
**Leaders**Wally and Iris play well either separately or together. If using them together, use Wally's *Flash Family* power on turn 1, so you can use Iris's *Team Flash* bonding (which requires the X reveal) on turns 2 and 3.

* Flash (Wally West) (Flash Family) (300) - Wally gets one big bonding turn per round using the "X" Order Marker with *Flash Family*. At the end of the round, *Flash Time* can reposition all your Speedsters, move them up, or move them out of harm's way. Keep Wally as safe as possible, as he'll have a big target on his back due to the boosts he gives his army. *Flash Time* also lets Wally move when any of his speedster allies is attacked, so use that to keep him out of harm's way.
* Iris West (70) - Iris is one of the cheapest leaders in the game, but she's fragile. When targeted a Speedster can try to wound her attacker with *Speed Beacon*. Iris pairs well with anyone who can reveal her "X" Order Marker without having to take a turn such as Elongated Man or Flash (Wally - Flash Family). Flash (Barry - Team Flash) is an especially good pairing, as Barry can reveal the "X" as well as rescue Iris while using *Speed Beacon* with his *Speed Carry* special power. Notably, Iris provides bonding between Metahumans and figures named Flash, opening your army building options to the large selection of Metahumans (not just Speedsters!). Ideally you'll bring along at least two heroes named Flash in case one falls early.

**Important Speedsters**

* Flash (Barry Allen) (250) - The card that started it all, Barry remains a solid draft pick. You'll almost always want to use his *Fist Fusillade Special Attack* to get 4 attacks of 3.
* Flash (Barry Allen) (Team Flash) (260) - Essential for an Iris West army, as he can move Iris for free to reveal her "X" Order Marker, and move her out of harm's way when using her *Speed Beacon*. Barry also offers one of the only Speedster ranged attacks.
* Flash (Jay Garrick) (220) - Extremely useful supporter to the Speedsters, as Jay's *Inspiring Speedster* defense aura makes all your other Speedsters survive longer. *Disorienting Whirlwind* can pull off some great tricks by moving Order Markers to useless enemy figures or moving enemies out of important auras or away from key allies. Jay pairs well with anyone who can move him up for free like Flash (Wally - Flash Family) or Flash (Barry - Team Flash).
* Flash (Wally West) (280) - *Speed Force* is one of the best autowound powers in the game when combined with Flash's speed. His special attack can be tricky to pull off but using *Speed Dodge* carefully can set it up.
* Impulse (Bart Allen) (140) - Impulse can get a lot of powerful attacks, but he's got some major weaknesses too. You should almost always put Order Marker 1 on Impulse to activate his *Impulsive Movement*. Additionally, send him after low-defense figures so *Impulsive Fighter's* downside has a minimal chance to backfire on you.
* Kid Flash (Wallace West) (140) - Very useful for bonding with another Speedster to keep your turn efficiency up. Try to keep attacks off whoever you chose for *Metahuman Mentor*, because Kid Flash loses his strengths once his Mentor falls.
* Kid Flash (Wally West) (110) - *Slipstreaming* moves Kid Flash up for free, but otherwise Kid Flash doesn't offer much besides being another dodgy annoyance for an opponent. Engage a troublesome enemy with him and force that enemy to either disengage or deal with *Speed Dodge*.
* Max Mercury (190) - One of the key Speedster support figures. Max Mercury removes two of the Speedsters' biggest weaknesses: getting stuck or having their defense reduced. Max's *Zen Master of Speed* aura can be useless if your opponent doesn't bring figures who can do those things, but his impact cannot be overstated when he is useful. Max pairs well with anyone who can move him up for free like Flash (Wally - Flash Family) or Flash (Barry - Team Flash).
* Reverse-Flash (Eobard Thawne) (295) - Thawne is useful for potential autowounds & more repositioning utility with his Injustice Markers. His attack power is quite strong as well - a double attack of 4 with subtracting a shield from the defender is one of the strongest attacks a speedster can offer.
* Splitting Images (50 per squad) - The Splitting Images are a nifty add-on to a Speedster, especially ones like the Kid Flashes, who have weaker attacks that the Splitting Images boost to a formidable level.
* Tornado Twins Don and Dawn (270 total) - The Tornado Twins offer a lot of offensive might while both are alive, and are a reliable crowd clearing option. Once one falls they start to struggle. Try to keep them attacking the same figure(s) so the second Twin gets the attack bonus.
* XS (150) - A cheap multiattacker, though XS burns herself out quickly.

**Important Metahuman Non-speedsters**

* Elongated Man (160) - Elongated Man can offer Iris West another way to reveal her "X" Order Marker for free at the start of the round. He struggles with offensive output but otherwise has solid stats for his cost.
* Caitlin Snow / Killer Frost (Caitlin Snow) (210) - Caitlin is a powerful healer for speedsters, especially alongside Flash (Barry - Team Flash), who can carry her with him. And Killer Frost is a very powerful attacker.
* Vibe (Cisco Ramon) (140) - His portals are more useful for non-Speedsters (since Speedsters are fast enough), but Vibe's *Quick Thinking* can save one of your Metahumans from an untimely whiff, which is incredibly useful. *Vibing The Future* has synergy with Elongated Man. It can be tricky to save the "X" Order Marker for Vibe, as many others in the faction utilize it.

**Army Build Examples:**800 Points

* Iris West, Flash (Barry - Team Flash), Kid Flash (Wally), Impulse, Flash (Jay)
* Iris West, Flash (Barry - Team Flash), Flash (Barry), Flash (Jay)900 Points

* Flash (Wally - Flash Family), Tornado Twins, Impulse, Max Mercury
* Iris West, Flash (Barry - Team Flash), Kid Flash (Wally), Caitlin Snow, Flash (Barry)1000 Points

* Iris West, Flash (Barry), Flash (Barry - Team Flash), Impulse, Elongated Man, Jesse Quick
* Iris West, Flash (Barry - Team Flash), Elongated Man, Caitlin Snow, Vibe (Cisco), XS
* Flash (Wally - Flash Family), Reverse-Flash, Flash (Barry), XS1100 Points

* Iris West, Flash (Barry - Team Flash), Flash (Jay), Flash (Wally), Tornado Twins
* Flash (Wally - Flash Family), Flash (Barry), Flash (Jay), Kid Flash (Wallace), Max Mercury
* Flash (Wally - Flash Family), Iris West, Flash (Barry), Flash (Jay), Flash (Barry - Team Flash)1200 Points

* Flash (Wally - Flash Family), Flash (Jay), Kid Flash (Wallace), Flash (Barry), XS, Impulse\*You can add 1-2 squads of Splitting Images to add 50-100 points to any of these armies, making for very modular army building!

**Important Links**

* List of Speed Force figures & Superspeed figures
* List of Metahumans