Talk:Flash/@comment-4937115-20130209121326

When I first started playing LoL I used Exhaust/Ignite. Eventually I became good enough and didn't need Exhaust to secure kills so I switched to Ghost/Ignite, which I've used in the majority of my games in almost any role (switching Ignite for Smite when jungling, or Heal/Exhaust for supports).

Recently, I started fooling around with the stereotypical Flash/Ignite and I gotta say, while I do see why people use it, it's just not as good as people seem to think it is... Sure, it's more instant than Ghost, sure you can jump over walls, but...

Ghost does have its own underestimated advantages. If I'm chasing someone and I activate Ghost and they activate Flash at the same time, unless they get to a turret or a bunch of teammates within 1 second I've "won" because my Ghost will still be active for enough time. The inverse applies. If I'm being chased and we Flash/Ghost at the same time, unless they can also stun me or slow me within 1 second I've still "won" because I will still have a lot of time left on ghost. My point here is that the total extra distance covered by Ghost is insane compared to Flash.

During teamfights, Flash is very good for champs that can suprise-initiate with a strong AoE (EG Amumu, Galio, Rammus powerball). But at the heat of the teamfight things are so confusing that Flash just won't do it... On the other hand Ghost helps any champion, letting the tanks and bruisers ignore unit collision and get to the carries faster, letting the carries avoid and kite the tanks/bruisers easier, helping the assassins make a good escape after they've done their job, etc. And at the end of the teamfight, most cleanup champs have some sort of blink/dash to counter Flash.

Basically if you can't Flash over a wall to escape or Flash into the middle of a team to initiate, Ghost will be better.

But hey, that's just my opinion.