Your summoners, in time
Flash as soon as they commit, not at the last pixel.

« Dying with Flash still up is the saddest reading in the whole lab. The moment they commit, blink toward your tower or your team. »
- They commit
Your opponent and their jungler run at you. You still have most of your health: this is the moment to decide.
- Flash right away
You Flash toward your tower at the first hits, not at the last pixel: the blink puts distance between you and them.
- Out, alive
Under your tower with health left, you're safe: they give up. One Flash for one death avoided.
- No Flash: play safe
For about five minutes you have no Flash: you farm close to your tower, and you don't walk up.
- The classic mistake
You trade back and wait to see. The last hit kills you with Flash still up: it saved nothing.
When to do it
- They commit on you (a gank, an all-in): Flash out right away, while you still have the health to get away.
- A burst is coming: Barrier or Heal as soon as they commit; on the last pixel, it's often too late.
- A teammate gets jumped: Exhaust the one diving them, as soon as they jump in.
How to keep it
- Decide before the fight: if they commit, you Flash. No waiting to see how it goes.
- Flash toward safety: your tower, your team, or over a wall.
- Once it's spent, play safer: Flash only comes back after about five minutes.
The tip for your rank
One rule: the moment two enemies run at you, Flash toward your tower. Don't wait to see.
Flash before the stun lands, not after: once you're stunned, you can't Flash at all. Watch for their engage spell and answer it.
Your Flash is a threat too: while it's up, they have to respect you. Trade it only for a life, a kill or an objective.