Rebirth Wally West
Rarity Base Stats Price Obtained From
Gold 1,350/1,300 N/A Achieving Top 3% In Online Battle Seasons, Wally West Gold Pack
Passive Speed Force Merge: Chance to dodge any Special Attack and then counterattack for large damage. If teamed up with Rebirth characters OR Flash characters the chance goes up. Rebirth characters also receive a power generation boost.

The Flash/Wally West Rebirth is a character that was introduced in the 2.13 update and can only be obtained either by ranking in certain Online Battle seasons or through his "own" pack, the Wally West Gold Pack, however, getting the first copy of him through the pack will not unlock him for direct Promotions.


  • Wally merges with the Speed Force to "evade" the opponent's special...
  • ...and counters back with a punch!
  • The first part of Wally's SP2...
  • ...which is followed by a few quick punches.
  • Then entering the Speed Force...
  • come back out with kicks!
  • Going into another Speed Force, and coming out with a downward knock!
  • Entering the Speed Force for the fourth time and coming out with a kick from above...
  • ...only to open the final Speed Force and finish with a flash-y beatdown!
  • Wally's "Dodge" boosts.
  • Wally West entering the Speed Force in his Super Move.
Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%

The Flash/Wally West Rebirth is a very effective character when used correctly, with high and balanced base stats and a useful passive. The special-dodging portion of his passive is similar to Batman/Dawn of Justice's. When activated, he can merge with the Speed Force and negate all damage that would have occurred from the enemy's special. This includes any Status effects associated with the special as well, including Area Effect or DOT.

The counter-attack deals damage equal to 30% of his damage stat, which is slightly higher than Batman/Dawn of Justice (who deals around 24%), but does not Stun (like the latter). This can be reduced to 75% of the original damage by Blocking, like a basic attack. Wally's opponent is also Snared when it triggers until he returns to deal the hit, and Batman's passive has also been changed to match. This makes it impossible to tag out just as the counter-attack occurs, negating its damage (as was previously possible with Batman). Additionally, unlike against Batman, if you knock Wally back, use a special that triggers his passive then block, he will run up to his opponent to hit them regardless (while Batman would slam down on his original position and miss); Wally can dodge even if he is stunned or otherwise disabled, while Batman cannot.

It is suggested to combine him with other Rebirth or The Flash characters to boost his passive. It is estimated that his original dodge chance is 30% while with 2 Rebirth/The Flash characters, it is 50%, the latter of which is around the chance for Batman's Evasion to trigger.

Back when he was released, it appeared that the power-generation part of his passive did not work. No passive icon appeared for Rebirth characters, and their power did not seem to generate faster. This bug was shared with Raven/Rebirth, as her Rebirth-related team passive also did not activate. However, as of the 2.15 update, The Flash's passive is now fixed and Rebirth characters will receive increased power generation from him.

The last hit of Fast Action inflicts power drain similar to a normal power drain special 2, yet in return the damage of the whole special is halved (80% maximum power drained, but can be reduced to 40% if Blocked).


Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against The Flash. Having a card that "counters" The Flash does not mean it is always a good choice.

Good With

  • As mentioned above, Rebirth or The Flash characters, specifically:
    • Raven/Rebirth: When combined with both her own and Wally's passive, she will have very high power generation (although neither of their power-generation boosts work as of now).
    • The Flash/Reverse Flash: Both him and Wally together combined together can create a very annoying team based around dodging specials.
    • The Flash/Metahuman and The Flash/Earth 2: Both are powerful characters that will contribute towards Wally's passive.
  • Superman/Injustice 2, Batman/Dawn of Justice: They can create a very annoying team based around dodging specials, though not as preferable since they do not have any effect on Wally's passive.

Good Against

  • Deathstroke/Arkham Origins: Wally can dodge Deathstroke's otherwise massive special damage and retaliate against him.
  • Bane/Luchador, Ares/Prime: Same as above, and possibly even more punishing due to their tiny health.
  • The Flash/Earth 2 and Hawkgirl/Earth 2: As stated above, Wally West would still dodge their heavy damage specials even when stunned. Although alternatively, they could use their basic attacks instead.

Countered By


Here are Flash's abilities.

Ability Classification Description Usage
Lightning Kick First Special Wally West deals a series of ultra-quick kicks, temporarily increasing his attack speed. Rapid Swipe
Fast Action Second Special Wally West shows off in a flash-y beatdown. Quick Tap, Swipe (x3)
Speed Zone Super Move Wally West delivers super-speed punches on his opponent. UNBLOCKABLE. Tap

Support Cards and Gear

Here are Flash's support cards and gear.

Card Classification Description Cost
Altered Perception Health 10% HEALTH BOOST. 3,000
Lightning Quick Damage 10% DAMAGE BOOST. 4,000
Speed Force Energy 10% ENERGY REGENERATION. 5,000
Hyperspeed Suit (Hyperspeed Plated Suit) Gear


[Flash] X% UNBLOCKABLE chance on basic attacks

[EVOLVED] X% CRIT chance on Special 1

25,000 - 1,000,000 (upgrading)


These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters.

Tier Damage Health
Normal 10,571 18,954
Elite I 15,856 28,431
Elite II 21,141 37,908
Elite III 31,712 56,862
Elite IV 36,997 68,234
Elite V 42,282 75,816
Elite VI 47,567 85,293
Elite VII 54,810 94,770