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Flash1

Chosen during Character Creation as a character's Movement Mode, Speedsters travel through the streets at an incredible velocity. Those with Superspeed movement reach such tremendous acceleration that they can run up the sides of buildings, up walls or across ceilings. Traveling long city blocks to get to the action becomes a cinch with this movement mode.
A character is able to run around at blazing speeds and jump great distances when using the sides of buildings. A character can enter Super Speed mode by pressing "F" on the keyboard. In order to use the super jumping, the character must be running up the side of a building and pressing Jump.

At Level 9, Super Speed characters have the ability to enable their inherent Super Speed, where the character is able to run much faster than the default speed, but is unable to attack in this mode. Inherent Super Speed can be enabled by clicking "NumLock" on the keyboard.

There is also another ability purchased that transfers downward momentum into forward momentum while falling, which enhances the Super Jumping ability.

Super Speed Skill Tree[]

Race up and over any surface, dashing into the midst of combat.

[Requires Level 9]

Power Description Details
Speed Force

By holding L3 or Num Lock in Super Speed, taps into the Speed Force to accelerate your transit speed.

Inertial Flywheel:
While in movement mode, pressing and holding Jump converts vertical movement energy into forward speed.

Innate

Tornado Pull

Requires 1 point in Super Speed

Creates a Tornado to pull your target towards you, dealing damage.

Cooldown: 1.75s
Power Cost: 100

Vortex Trap

Requires 1 point in Super Speed

Encircles nearby enemies in a disorienting super-speed vortex, dealing damage over time and stunning them.

Cooldown: 4s
Power Cost: 200

Cyclone Push

Requires 1 point in Super Speed

By spinning your arms at terrifying speed, creates a horizontal funnel to damage and blow back enemies.

Cooldown: 1.75s
Power Cost: 200

Phase Dodge

Requires 2 points in Super Speed

Deflects even block-breaking attacks by vibrating your molecules at fantastic speed, forcing the attack to simply pass through.

Cooldown: 16.5s
Power Cost: 200

Whirling Dervish

Requires 4 points in Super Speed

Spins you like a maniacal gyroscope, tossing aside enemies as you turn.

Vulnerable to Block Cooldown: 3s
Power Cost: 200

Dash Attack

Requires 1 point in Super Speed

In super speed mode, dash forward at blinding speed, knocking down intervening enemies while preventing damage and control effects for a short time.

Usable While Controlled
Shield
Cooldown: 1s
Supercharge Cost : 2500

Speed Drain

Requires 3 points in Super Speed

Drain kinetic and metabolic energy from nearby enemies to slow their movement and cause damage over time.

Cooldown: 1s
Supercharge Cost : 2500

Metabolic Boost

Requires 3 points in Super Speed

Accelerates your metabolism to break free of control effects and restore health over time.

Usable While Controlled Cooldown: 30s
Supercharge Cost : 2500 

Restraint Resistant

Requires 2 points in Super Speed

Permanently increase statistics: Adds 10% Encase and Root Resistance.

At 1 point:

  • +10% Restraint Resistance

Innate

Knockback Resistant

Requires 2 points in Super Speed

Permanently increase statistics: Adds 10% Impulse Resistance.

At 1 point:

  • +10% Impulse Resistance

Innate

Restraint Recovery

Requires Restraint Resistant
Requires 3 points in Super Speed

Allows you to instantly recover a small amount of power when you use Breakout on a root or encasement effect. It is not effective when other movement recovery effects are active (except Breakout Mastery).

Innate

Knockback Recovery

Requires Knockback Resistant
Requires 3 points in Super Speed

Allows you to instantly recover a small amount of power when you use Breakout on a knockdown, juggle or push effect. It is not effective when other movement recovery effects are active (except Breakout Mastery).

Innate

Breakout Mastery

Requires Knockback Recovery
Requires 4 points in Super Speed

Allows you to recover a small amount of power over time when you use Breakout in addition to any other movement recovery effect.

Innate

Trivia[]

  • Some jump pads briefly turn your Movement Mode to Super Speed.
  • Primal Wolf Form of the Nature power transforms you into a wolf creature with Super Speed.
  • One of the missions in Central City involves The Flash giving the player character Super Speed for 3 minutes at a time to help civilians.
  • The lightning trail of Super Speed always appears behind the player's back, even if they are moving backwards (e.g. by attacking an opponent while moving the opposite direction).
  • Due to various abilities, Super Speed is a significantly stronger movement mode for all roles than other movement modes, and is highly recommended for endgame content in DC Universe Online. Note that any temporary changes of movement modes do not grant access to their abilities; to use those, you must choose the desired movement mode at Character Creation or use a Respec Token: Movement Mode.

Gallery[]

See also[]

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