View Full Version : [Hero] Flux
foxmindedguy
05-17-2011, 01:25 PM
This guide is intended for use in 5v5 Non-em Forest of Caldavar pub play. The information in this guide is accurate as of patch version 2.0.28
http://www.heroesofnewerth.com/images/heroes/187/icon_128.jpg
Flux is a bad ass force of nature. He was once a legionnaire but now he is simply a strong gravitational energy, which has held together the armor around him. Surprisingly Flux is also a chameleon and can change his color between shocking pink and ocean blue. When he is feeling blue, he needs hugs (group hugs preferably) thus he increases his gravitational pull, forcing every enemy hero to come closer to him. S2 has yet to figure out why the laws of physics (Flux's gravity) works on allies and other non-hero units. When Flux is feeling infuriated, he turns pink (instead of red) thus pushing everyone away. How does a gravitational energy life-form accomplish that? Don't ask me, ask S2 with their infinite wisdom :D
Table Of Contents
Introduction
Description
Stats
Alt Avatar
Skills
Description
Skill Build
Items
Starting Items
Core Items
Luxuries
Items to Avoid
Gameplay
Laning
Ganking
Teamfights
Tips and tricks
Drafting
Lane partners
Teamfight partners
Vicious Foes
Replays
Credits
________________________________
Introduction
Flux is the 79th hero to be added to Heroes of Newerth. Flux excels in setting up the opponents positions, such that initiating becomes favorable for ally heroes. Flux spends most of his time pushing and pulling people and possibly slowing those who possess a threat against him or seem like a potential prey. This guide is designed to show you one of the better ways to play Flux and how to utilize his skill set to pose trouble for your opponents. Flux's largest weakness is his lack of disables and his dependence on team when it comes to ganking, carrying & team fights. Without good coordination with the team and lack of understanding when to use what skill, you will end up making matters worse for your team instead of assisting them to achieve the common goal (victory). To insure that you are an asset and not a liability to your team, having good position is key. As the direction of the pull and push, along with the magnitude of the slow, depends entirely on his position.
Role in team
Intiator, Setup maker (for Initiation), Semi-carry.
Stats
Strength: 23 (2.7)
Agility: 21 (2.0)
Intelligence: 16 (1.4)
Damage: 53-56
Armor: 2.94 (15%)
Movement Speed: 295
Attack Range: 350 (Range)
Attack Rate: 0.71
Alt Avatar
As of the 2.0.28 Patch, Flux has an alternative skin known as Steam Flux. He looks like a freakin' terminator (btw is it magnetism that are keeping his forearms in place. How does a gravitational force of nature have magnetic powers? :D)
http://img600.imageshack.us/img600/1632/fluxalt001.png
The price of the new skin is 470 Silver Goblin Coins.
________________________________
Skills
Description
Release
http://www.heroesofnewerth.com/images/heroes/187/ability1_128.jpg
Hero releases a charged wave slowing nearby enemies.
Action http://www.heroesofnewerth.com/images/arrow.gif Self Position
Type http://www.heroesofnewerth.com/images/arrow.gif Enemy Units
Type: Magic
Radius: 350
Cast Time: 0.5 Seconds
Mana Cost: 85 / 100 / 115 / 130
Cooldown: 11.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Does 75 / 150 / 225 / 300 Magic Damage in a 400 unit radius around Flux. Inflicts a 4 second, 20% to 70% Movement Speed Slow depending on how close or far they are from you.
Pull Polarity slows enemies more when they are closer to you. Push Polarity slows enemies more when they are further from you.
Synopsis
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/Release.gif
Flux Slow Mechanics are very unique. It has a 4 seconds varying slow (ranging from 20% to 70%) depending on which attribute you currently possess (pink/blue) and how far the units are from Flux. With pink polarity, the further the units are the more they are slowed for. With blue polarity, nearest units get slowed the most.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/Release-1.png
As of patch 2.0.37, the blue polarity Release has finally been fixed. Now it is possible to apply 70% slow on both polarities.
Additional levels in the Release skill only increases the damage by 75 per level, neither the duration nor the magnitude of the slow is changed/improved.
Magnetic Surge
http://www.heroesofnewerth.com/images/heroes/187/ability2_128.jpg
Pushes or pulls target (depending on polarity). Deals Damage based on strength and your attack damage.
Action http://www.heroesofnewerth.com/images/arrow.gif Target Entity
Type http://www.heroesofnewerth.com/images/arrow.gif Everything
Type: Physical
Range: 400
Cast Time: 0.7 Seconds
Mana Cost: 20 / 30 / 40 / 50
Cooldown: 10.0 / 8.0 / 6.0 / 4.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Targeting an enemy pulls it 200 / 250 / 300 / 350 units and deals your Attack Damage plus 30 / 60 / 90 / 120% of your strength in Physical Damage.
Synopsis
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/MagneticSurge.gif
The Magnetic Surge ability of Flux simply pulls or pushes targets to or away from him. The spell's cool-down starts off at 10 seconds and gradually decreases 2 per level (ultimately coming to as low as 4 seconds at max Level)
This is the only scaling skill that Flux has. The mechanics of the scaling damage is quite easy to understand and compute. Simply put: For every extra attack damage Magnetic Surge deals one additional damage but for every extra attack damage gained through strength Flux does 1.3x / 1.6x / 1.9 / 2.2x (for level 1 / 2 / 3 / 4, respectively) extra damage.
When computing Flux's damage through just looking at your stats (during game). You can use one of the two formulas:
(Your attack damage - Your strength) + (Your strength x 1.3) or simply (Attack Damage) + (Your strength x 0.3)
For instance: Let's assume you are at level 1 and have no strength or attack damage items
Flux's Attack Damage at level 1 ranges from 53-56, let's assume 56 (the highest) attack damage was proc-ed this time
= (56 - 23) + (23 x 1.3) or 56 + (23 x 0.3)
= 62.9
= 63
Had it been level 2 of your magnetic surge the multiple would have been 1.6 (instead of 1.3). Hope you get the picture.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/Surge.png
In addition to the damage increase per level (with respect to Flux's current Str), the pull and push distance of Magnetic Surge also increases. The pictures above show the distance Flux pulls for and pushes for, per each Level of Magnetic Surge.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/PullSlowCombo.gif
Another thing to note is that when you are pulling off the Magnetic Surge > Release combo. It is usually better (especially at earlier levels of surge or when your Surge and Polarity are both maxed) to quickly switch to pink polarity and activate slow. This will hit fleeing targets towards the circumference of the slow circle thus achieving maximum potential slow.
Last but not the least, when pulling enemies they are not granted tree or cliff walking, however they are granted unit walking.
Polarity Swap
http://www.heroesofnewerth.com/images/heroes/187/ability3_128.jpg
Hero changes his polarity (changing from pull to push and back again). Passively increases his attack range.
Action http://www.heroesofnewerth.com/images/arrow.gif No Target
Cooldown: 1.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Changes his polarity from pull to push and vice versa.
Passively adds 50 / 100 / 150 / 200 attack range and 50 / 100 / 150 / 200 Range to Magnetic Surge.
Synopsis
http://img829.imageshack.us/img829/2562/passive.png
The first point in this skill reaps greater benefits than further investments in it. Elaborating on that claim, every level in general increases the range of Flux's auto-attacks and Magnetic Surge by 50 per level. The first point, however, also grants 3 new skills to the hero:
-> Push on Surge
-> Push on Ultimate
-> Maximum slow on circumference of the release circle (rather than at the origin).
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/MagneticSurgeRangewithPassive.gif
Note that maxing this passive will increase Flux's auto-attacks up to 550 range and his Magnetic Surge activation up to 600 range. It does NOT increase the amount Flux pulls or pushes his targets for.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/PushMax.png
With that said, the maximum amount of distance Flux can create between himself and his target through his Magnetic Surge Push is 950 units. The cast range by maxing your polarity increases to 600 and the push amount at max is 350 units.
So again, when your Surge and Polarity Swap are both maxed, upon activating pull Surge at max or near max distance it is better to pull > Switch to Pink Polarity > Release. The math in the above-mentioned claim is as follows:
> If you pull heroes at 600 units away from you, provided your Magnetic Surge ability is maxed out, you will pull target for 350 units.
> This will make the target be 250 units away from you.
> 250 units away is closer to 350 units away from you than 0 units away from you.
> Thus, activating the pink polarity Release will slow for more.
> If units are wanting to flee then they will roughly travel a 100 extra units before you pull off switching polarity to pink and releasing. Which means if you time it right and take their movement and direction into account, you might slow them for the maximum amount possible.
The above-mentioned scenario does not take into account incidents where the target is not fleeing. In such situations, provided they are an actual threat up close, you would wish to use pink polarity for surge (pushing them away) following by a quick Release. Or if they are already on you, then you use blue Release first followed by pink surge.
Discharge
http://www.heroesofnewerth.com/images/heroes/187/ability4_128.jpg
Action http://www.heroesofnewerth.com/images/arrow.gif Global
Type http://www.heroesofnewerth.com/images/arrow.gif Enemy Heroes
Cast Time: 0.5 Seconds
Mana Cost: 125
Cooldown: 100.0 / 80.0 / 60.0 Seconds
Required Level: 6 / 11 / 16
Activation
Globally pulls all enemy heroes 500 / 600 / 700 units.
Synopsis
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/UltIntro.gif
While his other skills are nice, his ultimate is the main reason why he is often picked. The ability to push/pull everyone on the map certain units away from or to Flux is just sweet. His ultimate, if timed perfectly, can set the enemies up to get initiated on. If they are pulled within Release radius, then the follow up becomes easier. It is kind of a steroid skill for all AOE spells about to follow.
Another use for his ultimate is to push enemies away. This can be done to mess up enemy initiations or escape a gank. Again timing is key here as well. You can ruin a pkey Behemoth ult by simply activating Discharge as soon as he portal keys in and before he pushes R. This is just one example, many other cases are applicable where Flux Ultimate ruins initiations.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/DischargePull.png
While in blue polarity, Discharge pulls heroes (no matter where on the map) 500 / 600 / 700 units towards him, per level respectfully.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/DischargePush.png
While in pink polarity, Discharge pushes heroes (no matter where on the map) 500 / 600 / 700 units away from him, per level respectfully.
A common misconception is that Blue Polarity Discharge (or Magnetic Surge) is often interpreted as only for offensive use while Pink Polarity Discharge (or Magnetic Surge) is labeled to have only defensive use, this is not always the case. It all comes down to your location in relation with that of the enemy.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/DischargeBreakingChannels.gif
Although Flux has no disables (stuns/silences etc). He can cancel some channels/holds by using his ultimate to break the leash range of said skills.
http://i1201.photobucket.com/albums/bb347/foxmindedguy/Flux%20Guide/UltRevealsInvis.gif
Additionally, Discharge gives 1000 day / 700 night true sight around all enemies affected by the ultimate for 3 seconds. Thus when in doubt about the position of your opponents, you can always rely on wasting your Discharge Skill. As it is true sight, you can also use it to get the finishing blows on low hp heroes who have turned invisible right in front of you.
Skill Build
Polarity Swap
Magnetic Surge
Release
Release
Release
Discharge
Release
Magnetic Surge
Magnetic Surge
Magnetic Surge
Discharge
Polarity Swap
Polarity Swap
Polarity Swap
Stats
Discharge
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
There really isn't one way of playing Flux. I prefer Polarity Swap at level 1 (instead of the common, level 4) because it adds to the auto-attack range, thus improving your lane farming and with 0:00 runes not existing anymore there really isn't that much need to pick nukes at level 1. However, you could also pick up Magnetic Surge if against a tough last-hitting opponent and if that helps you farm better.
It is mostly preferred to max Release first before Magnetic Surge because Surge Damage scales well later into the game and getting earlier points into it means you are going to lose on burst that you could have attained through maxing Release. Moreover, Magnetic Surge is your harass skill and if you keep it at level 1, you will be spending minimal mana (20) to harass with the skill every time its off cool-down. But like I mentioned before there really isn't one way to build Flux and it all comes down to your team, the enemy team and the play-style you wish to adapt. Obviously if you are laning against someone like Vindicator (Sage's Lore Vindi to be specific) then you would want to leave your Magnetic Surge at Level 1, as losing 20 mana is better than 40 or 50 per every time you are inflicted with Sage's Lore.
I have also seen people (and had some experience with) maxing Magnetic Surge over Release. This type of build-up gives higher lane harassment and is pro-sustained damage (and not burst), as the cool-down on your Magnetic Surge goes down to 4 seconds on max level. However, to be able to spam your second ability every time its off cool-down, you would need to stack up on mana replenishment items.
Another common issue of debate is whether to max Polarity Swap out first or Stats after putting one point in the skill. The side that prefers Polarity Swap Maxing argues that if you wish to max Stats out first then you are not investing in the skill till level 23. Thus you are stuck with petty attack range of 400 (and Surge Range of 450) till almost all of game. On the opposing end, each level in Stats grants Flux the following:
-> 38 Max HP
-> 0.06 HP regen per second
-> 2 Attack Damage
-> 4.4 Damage increase for Surge
-> 26 Max Mana
-> 0.06 Mana regen per second
-> 2 Attack speed
-> 0.28 Armor
So basically it all comes down to how you weigh things. If you think the list of attributes above are greater than the ability to push/pull people from further distance or to attack 200 units further then you can opt for Stats first. I personally like maxing Polarity Swap over Stats (because for me the 200 units is a big deal).
foxmindedguy
05-17-2011, 01:26 PM
________________________________
Items
Starting Items
Chalice Flux
http://i38.tinypic.com/313jh2d.jpghttp://i38.tinypic.com/314p3b5.jpghttp://i33.tinypic.com/33w07z4.jpg
http://i36.tinypic.com/3128cp2.jpghttp://i33.tinypic.com/qnsb61.jpg
Easy build-up into Blood Chalice which will resolve Flux's mana issues (which are pretty minor). The ward of sight is to block the enemy's pull camp. You could order another one from courier before the two minute mark to ward the rune spot. And finally Runes of Blight and HP potions are sources of getting your health back if harassed while farming/counter-harassing in the lane.
Power Supply Flux
http://i38.tinypic.com/313jh2d.jpghttp://i34.tinypic.com/s6r4mu.jpghttp://i36.tinypic.com/33o4aro.jpg
http://i36.tinypic.com/33o4aro.jpghttp://i33.tinypic.com/qnsb61.jpghttp://i36.tinypic.com/3128cp2.jpg
This build is especially preferred over the Chalice build-up when laning against Spammers (someone like TB, Armadon, Nomad etc). Mana Battery & the Two Minor Totems are to be later built into Power Supply. Wards are great contributors to a team's victory, so it is always good to carry them. HP pots and Runes of blight are again there to sustain harass in lane. While Mana Battery (or Power Supply) is there for clutch heals and mana restoration.
Core Items
http://img405.imageshack.us/img405/1757/ghostorsteam.pnghttp://img151.imageshack.us/img151/3711/powerchalice.pnghttp://i36.tinypic.com/w7mvsi.jpg
http://i36.tinypic.com/3128cp2.jpg
I will try to analyze them for you one by one, proving why each item mentioned above is a complete necessity. First thing on the list is boots, everyone needs them for running faster and they give good initial stats. The reason I recommend either of the two boots is because both have their perks and limits, which I will go over shortly. Ultimately it depends on your play-style and the hero picks of both teams. Let's leave it at a matter of choice if you will.
Following are some Objective analytical points, which might guide the indecisive in one direction:
-> Steam Boots makes Flux's Movement Speed be 355 as opposed to Ghost Marcher's 365 (409 when activated).
-> Steam Boots grant 10 Extra Damage (which is 22 extra Magnetic Surge Damage at max level), 190 extra health along with 15 attack speed. Ghost Marchers on the other hand give a flat 24 Damage (24 Extra Magnetic Surge Damage at any level).
So to sum it up, Pick Steam boots for higher survivability. Pick Ghost Marchers for higher mobility and skill burst.
Coming towards Blood Chalice or Power Supply, it really is up to you. It is recommended to go the Power Supply route if expecting a lot of skill harass. Contrastingly, when laning against auto-attackers blood chalice might prove more fruitful. You could get them both but remember when late game starts to come near, these items need to be booted to make space for holding better ones.
There really isn't much to talk about the importance of TP Stones and Wards. They really are core. (Wards are not core on every hero, but TP Stones are on every single one of them).
Post Core but Not Luxury Items
These items benefit Flux and his role a great deal but they are to be picked after you have bought your core items.
Portal Key
http://i35.tinypic.com/2lnxwzp.jpg
Cost $2150
Activation
When activated, teleports user a short distance to a targeted location.
Item Activation Details
Range http://www.heroesofnewerth.com/images/arrow.gif 1200
Cooldown http://www.heroesofnewerth.com/images/arrow.gif 14 seconds
Mana Cost http://www.heroesofnewerth.com/images/arrow.gif 75
Flux is all about positioning as his push or pull directions are related to where he is at (in relation to the enemy's position). Thus a portal key is always good to have, especially if you want to insure perfectly execution of Discharges. However, note that although having Portal Key is preferred in most cases, Flux can still function pretty decently without having it. So to sum it up, in certain lineups it is a must. In others, it is an icing on the cake.
Tablet of Command
http://i35.tinypic.com/w0n86t.jpg
Cost $2040
Components
:MajorTotem: $540
:NeophytesBook: $1000
Recipe $500
Passive Bonuses
+4 Strength
+4 Agility
+14 Intelligence
+10 Damage
Activation
Pushes the target 500 units forward in the direction the target is facing.
Item Activation Details
Range http://www.heroesofnewerth.com/images/arrow.gif 800
Cooldown http://www.heroesofnewerth.com/images/arrow.gif 16 seconds
Mana Cost http://www.heroesofnewerth.com/images/arrow.gif 25
Tablet of Command (or as I call it 'Push Book') is considered as "poor man's portal key". The reason for such a label is because it is slightly cheaper than portal key and has an easier build-up due to the total cost being split into three cheap components or parts.
While the Push distance of the Push Book is 700 lower than Portal Key and it always pushes target for 500 units, the item has some perks over Portal Key apart from being easier to attain. First and foremost, Push Book gives decent stats which Portal Key does not. It increases level 4 magnetic surge burst by 18.8.
Secondly, the item does not go on cool-down when taking damage, unlike Portal Key. So even if you are taking damage, you can still push yourself to the destination and use Discharge. This item does not get countered by long DOTs, Global Ultimates, Mock etc (which are decent counters to Portal Key).
Thirdly, activating Push book has a mini-stun attached to it, which means it gives Flux a solid disable. This is especially useful against channeling heroes that have no maximum leash range (like Tempest).
FrostWolf's Skull
http://i33.tinypic.com/rlg900.jpg
Cost $6200
Components
:Slash: $2200
:BlessedOrb: $2100
:Glowstone: $1200
Recipe $700
Passive Bonuses
+25 Strength
+25 Agility
+25 Intelligence
+200 Max Health
+150 Max Mana
+10 Damage
On Attack Impact
Slows enemies movement speed by 30% and their attack speed by 20% for 3 seconds
FrostWolf Skull's affects are applied on every single target spell. Thus, Flux's ultimate slows every single heroes' attack speed and movement speed (after they are pushed or pulled by Discharge). This item is sweet if your blue polarity Discharge hasn't pulled enemies within your Release range. Makes Follow-ups a breeze. Please note that FWS affects are applied on all single target spells, it will also slow targets with Magnetic Surge. Despite that the item gives great stats (increase Max Level Surge Damage by 65) and there really aren't any cons of having it.
Luxury Items
Once you've completed the post core, you might turn to buying some luxury items.
Shrunken Head
http://i36.tinypic.com/2ilm0i1.jpg
Cost $3900
Components
:MightyBlade: $1000
:Warhammer: $1600
Recipe $1300
Passive Bonuses
+10 Strength
+24 Damage
Activation
Grants Magic Immunity for 10 seconds. Each use lowers magic immunity duration for the next time the item is used by 1 seconds. Duration can not go below 5 seconds.
Subsequently, the cool down starts at 80 seconds. Each use lowers cool down by 5 seconds, up till 55 seconds.
Being mostly amidst of all the heroes (especially when pulling them to yourself). It never hurts to have some survivability precautions and having magic immunity. Flux is not one of those heroes who when exhausts all his spells is disposable till another team fight. His Magnetic Surge is on a relatively shorter cool down and scales well in the game. Thus the longer he stays alive the better it is for the team. BTW, this item increases Max Level Magnetic Surge's damage by 38 which is not bad.
Insanitarius
http://i35.tinypic.com/2akl0dz.jpg
Cost $2750
Components
:HelmOfTheVictim: $950
:GlovesOfTheSwift: $500
:Steamstaff: $800
Recipe $500
Passive Bonuses
+12 Damage
+25 Attack Speed
+5 Armor
+3 Health Regeneration
Activation
Toggling on gives the following attributes:
+475 Max HP
+25 Strength
+31 Damage
+10 Attack Speed
- 35 HP a second (non-lethal)
Toggling off removes the aforementioned attributes. If your HP is below 475, and when you toggle off (your HP wont go below 1). Max HP removal is non-lethal as well. Item has a 7 second cool-down.
Some players prefer Insanitarius, although I am not a big fan of it myself. It gives decent stats, is easy to build-up and is pretty cheap for what heroes can accomplish with it. Activating the item boosts HP enormously (while draining it per second) which can result in clutch saves when enduring nukes. Additionally, Auto-attack damage is increased by 68 overall (25 + 31 + 12) while Magnetic Surge burst is increased by 98. Not a bad item, gives Flux semi-carry potential (although I am against playing him as one. I think he should tank and initiate).
Frostfield Plate
http://i35.tinypic.com/1iogwj.jpg
Cost $4700
Components
:AcolytesStaff: $2700
:Platemail: $1400
Recipe $600
Passive Bonuses
+15 Armor
+30 Intelligence
- 25 Attack Speed of all enemies within 900 radius of Wielder
Activation
Deals 200 magic damage to all enemies within 744 radius of the wielder. The enemies are also slowed by 40% for 4 seconds. Item has a 30 second cool down.
This item has great synergy with Flux's Discharge. When you pull everyone, not always are you fortunate enough to get everyone into your Release radius, thus not everyone is slowed. FrostField Plate Activation deals 200 magic damage to enemies in 744 radius of the wielder. The targets hit by this activation are also slowed by 40% for 4 seconds. Thus, those who are a little further from you will get slowed as well. Additionally FF Plate passively weakens enemies attack speed around you, so it is a viable anti-carry item.
Behemoth's Heart
http://i35.tinypic.com/2mxpi6t.jpg
Cost $5500
Components
:AxeOfTheMalphai: $3200
:Beastheart: $1100
Recipe $1200
Passive Bonuses
+35 Strength
+300 Max Health
+0.75% of Max Health in HP Regeneration
Behemoth Heart grants an enormous amount of survivability to Flux (965 Total HP), along with crazy amounts of Health Regeneration. The item, as it grants 35 strength, increases Max Level Surge burst by 77. Not a bad item, Flux needs to stay alive to deal that sustained damage. Go for it if you have the money.
Items to Avoid
http://i33.tinypic.com/2w520ds.jpghttp://i38.tinypic.com/iqdg7r.jpghttp://i33.tinypic.com/bhf482.jpghttp://i38.tinypic.com/2nkq9th.jpg
You can't stack orbs, FWS is way useful than these items.
As for charged hammer, Flux does not have any skills that benefit with the attack speed charged hammer grants. His main source of damage is from spells and not auto-attacks, so I don't see how charged hammer can help a lot towards his semi-carry potential.
foxmindedguy
05-17-2011, 01:26 PM
________________________________
Gameplay
Laning
As he lacks the potential to be the damage inflicter when it comes to ganks, Flux is more suited to be played in the side lanes. However, this does not mean that he can't mid well. He has good starting stats and playing in the center often poses little to no trouble for him (especially against the common mid heroes). But it is preferred if a designated Ganker takes mid over him. So that they can help the side lanes early on with ganks.
In lane, especially when on the side, the main goal is to farm and harass the enemies constantly to deny them their gold and possibly experience. Do not be afraid of spamming your Magnetic Surge. It has a fairly low mana cost (especially at earlier levels) and you would not empty your mana pool with spamming just a few of them. You should be able to get your core boots during this time and possibly have some saved towards your Post Core Items (either FWS or Portal Key).
Ganking
You can consider Flux like a weaker Electrician when it comes to ganks. He can provide bursters with slowed enemies for them to beat on but really can't be the main source of damage, especially early on. Do not be afraid of using your ultimate to bring enemy heroes close to you and your allies, so you could commence ganking. At earlier levels, during the ganking stage, there aren't much team fights. Thus, you shouldn't really be saving your Discharge for any potential team fights in the near future.
Teamfights
Flux is the best known for setting up the enemies position such that initiators can follow up with a breeze. There is no other hero that can accomplish this at the level he does. Remember to always let your team know when you are pushing that awesome R button because Un-synchronized use of Discharge can backfire on you and your team. If your team is not prepared and you activating blue polarity Discharge, you have brought the enemies closer to your team with no follow up. It is almost as if you have set up their position to initiate on your team. So synergy and synchronization with your own team is crucial with Flux.
Although preferred to only run AOE heavy teams when picking Flux. You could still use him if the enemy has mass AOE nukes and you lack them. Discharge there is used in an opposite fashion, meaning pink polarity Discharge to reset a team fight (that was or could have) gone wrong.
Position is key (I can't emphasize on this point any stronger). Make sure you slow as many heroes as you can with your Release and also Push/Pull Magnetic Surge appropriately. For instance if there is a Chronos ultimate and some enemy heroes are out of the sphere radius and your Discharge is on cool-down. You could position yourself such that pushing them with Magnetic Surge would push them into the Sphere.
Tips & Tricks
Most of them are already mentioned in the guide. This is just a reminder of a few important tips and tricks:
-> Discharge has many uses. Some of which are as follows:
==> It reveals invisible heroes
==> It breaks channels/holds with leash ranges
==> It sets up enemies position to make them favorable to be initiated on
==> It ruins enemies position (when your team is initiated on) so your team has time to initiate a proper reaction to it (whether it be fleeing or refighting).
-> Magnetic Surge is cheap in terms of mana cost, use it often in lane (to harass enemies).
-> Do not forget to switch to Pink Polarity when doing the Pull Slow Combo for applying the maximum slow. This is assuming the targets are fleeing and either your Magnetic Surge is at earlier levels or your Polarity Swap & Magnetic Surge are maxed.
-> FWS effects are applied to every enemy target upon activating Discharge.
-> Magnetic Surge also applies FWS effects.
-> Discharge is superior magic, thus it goes through magic immunity. The only item that blocks it is Nullstone.
________________________________
Drafting
Flux is a highly team reliant hero. So it is important to pick heroes that possess synergy with his play-style. He is, in essence, an AOE Team Steroid. Thus, picking heroes with AOE spells is often fruitful in conjunction with picking Flux.
Lane partners
It is preferred that a high ranged hero be laned with Flux, as in the beginning his range is pitiful 350-400. Heroes with stuns are always good to have, and if they are farm independent that is even better as Flux can farm freely for his Post Core Items. However, you could lane him with a ranged carry in which case his main job is to deny, tank damage and harass. This setup should be adopted if Flux does not really need a Portal Key or FWS.
http://images2.wikia.nocookie.net/__cb20100801221118/newerth/images/thumb/a/ab/Andromeda.jpg/75px-Andromeda.jpghttp://images3.wikia.nocookie.net/__cb20100801225038/newerth/images/thumb/b/b8/Glacius.jpg/75px-Glacius.jpghttp://images1.wikia.nocookie.net/__cb20101220074009/newerth/images/thumb/4/40/Myrmidon.jpg/75px-Myrmidon.jpghttp://images1.wikia.nocookie.net/__cb20100801225253/newerth/images/thumb/5/50/Witch_Slayer.jpg/75px-Witch_Slayer.jpghttp://images4.wikia.nocookie.net/__cb20100801225133/newerth/images/thumb/0/01/Pollywog_Priest.jpg/75px-Pollywog_Priest.jpghttp://t3.gstatic.com/images?q=tbn:ANd9GcRfvAP8pa1F9LNzPcMWW_JwyCVKyar3l JBagFZc-pmvu6ZpDKrT
http://images4.wikia.nocookie.net/__cb20100823013348/newerth/images/thumb/6/6e/Flint_Beastwood.jpg/75px-Flint_Beastwood.jpghttp://images2.wikia.nocookie.net/__cb20100805022733/newerth/images/thumb/f/fc/Forsaken_Archer.jpg/75px-Forsaken_Archer.jpghttp://images2.wikia.nocookie.net/__cb20100805092311/newerth/images/thumb/7/7c/Puppet_Master.jpg/75px-Puppet_Master.jpghttp://images2.wikia.nocookie.net/__cb20100805092314/newerth/images/thumb/0/05/Slither.jpg/75px-Slither.jpghttp://images2.wikia.nocookie.net/__cb20100801225239/newerth/images/thumb/4/49/Vindicator.jpg/75px-Vindicator.jpghttp://images3.wikia.nocookie.net/__cb20100801225108/newerth/images/thumb/d/d2/Nymphora.jpg/75px-Nymphora.jpg
These are some examples of heroes who can lane pretty well with Flux. Bottom 5 out of the 6 are potential carries (Nymphora is not a carry :( ), thus your play-style in lane would be mostly to harass, tank damage and deny. Top 6 are potential supports, laning with them and you should be focused on farming and punishing them whenever they are out of position.
Pull Slow Combo can be followed by Nukes/Disables from these heroes. Notes that these are not the only heroes Flux can lane with, these are mere examples of what kind of heroes you are looking for when you want to optimize your laning experience.
Team Fight Partners
Any AOE Heroes in general could work. However, it is preferred to have some heroes with range AOE nukes in your team, so damage from un-synchronized Discharge setups could be minimized.
http://images2.wikia.nocookie.net/__cb20100805022733/newerth/images/thumb/f/fc/Forsaken_Archer.jpg/75px-Forsaken_Archer.jpghttp://images4.wikia.nocookie.net/__cb20100805092117/newerth/images/thumb/d/d5/Plague_Rider.jpg/75px-Plague_Rider.jpghttp://images2.wikia.nocookie.net/__cb20101118002956/newerth/images/thumb/9/9c/Bombardier.jpg/75px-Bombardier.jpghttp://images1.wikia.nocookie.net/__cb20100805014137/newerth/images/thumb/1/1c/Defiler.jpg/75px-Defiler.jpghttp://images3.wikia.nocookie.net/__cb20100805092110/newerth/images/thumb/0/01/Hellbringer.jpg/75px-Hellbringer.jpg
http://images3.wikia.nocookie.net/__cb20100805092110/newerth/images/thumb/0/0a/Kraken.jpg/75px-Kraken.jpghttp://images2.wikia.nocookie.net/__cb20100802000332/newerth/images/thumb/c/cb/The_Gladiator.jpg/75px-The_Gladiator.jpghttp://images4.wikia.nocookie.net/__cb20100801225010/newerth/images/thumb/6/63/Bubbles.jpg/75px-Bubbles.jpghttp://images4.wikia.nocookie.net/__cb20100805092319/newerth/images/thumb/e/e5/Wretched_Hag.jpg/75px-Wretched_Hag.jpghttp://images3.wikia.nocookie.net/__cb20100801225152/newerth/images/thumb/2/29/Pyromancer.jpg/75px-Pyromancer.jpg
These are a few heroes that have devastating AOE ultimate. However, note that these heroes can exhaust their spells on the cluster that Flux has made for them from a safe distance away.
http://images2.wikia.nocookie.net/__cb20100802000358/newerth/images/thumb/7/77/Keeper_of_the_Forest.jpg/75px-Keeper_of_the_Forest.jpghttp://images4.wikia.nocookie.net/__cb20100801221139/newerth/images/thumb/a/ab/Engineer.jpg/75px-Engineer.jpghttp://images3.wikia.nocookie.net/__cb20100805092111/newerth/images/thumb/4/45/Magmus.jpg/75px-Magmus.jpghttp://images3.wikia.nocookie.net/__cb20100801221406/newerth/images/thumb/3/35/Zephyr.jpg/75px-Zephyr.jpghttp://images1.wikia.nocookie.net/__cb20100802000312/newerth/images/thumb/5/55/Behemoth.jpg/75px-Behemoth.jpg
http://images2.wikia.nocookie.net/__cb20100805014051/newerth/images/thumb/b/ba/Chronos.jpg/75px-Chronos.jpghttp://images3.wikia.nocookie.net/__cb20100805092316/newerth/images/thumb/a/a6/Soulstealer.jpg/75px-Soulstealer.jpghttp://images1.wikia.nocookie.net/__cb20100801225205/newerth/images/thumb/4/46/Tempest.jpg/75px-Tempest.jpghttp://images1.wikia.nocookie.net/__cb20100805092116/newerth/images/thumb/3/39/Pestilence.jpg/75px-Pestilence.jpghttp://images2.wikia.nocookie.net/__cb20101123015334/newerth/images/thumb/2/2f/Moraxus.jpg/75px-Moraxus.jpg
These are a few heroes that have awesome synergy with Flux's Blue Polarity Discharge and can follow up on it to completely annihilate the enemy team. Note that they need to be in the thick of things to be effective.
Vicious Foes
Flux's Discharge is a double edge sword. It can work in your team's favor or be the cause of your side getting annihilated. It all comes down to who has faster reaction times (although if you are well synchronized with your team, they will be expecting to follow up, while the opposing team might not be as prepared). So any of the heroes mentioned above can be picked by the opposing side to accomplish success for their side (provided they have really good reaction times). Remember Discharge does not deal any damage, thus does not propogate Portal Key to go on cool down.
Additionally, the following heroes have been known to have higher success than most to ruin follow up after Flux's initiation.
http://images2.wikia.nocookie.net/__cb20100801225239/newerth/images/thumb/4/49/Vindicator.jpg/75px-Vindicator.jpg"An Ultimate for an Ultimate... But my one is known for counter-initiation"
http://images1.wikia.nocookie.net/__cb20100805014126/newerth/images/thumb/4/46/The_Dark_Lady.jpg/75px-The_Dark_Lady.jpg"They can't hurt what they can't see"
________________________________
Replays
Replay001 (http://replays.heroesofnewerth.com/match_replay.php?mid=39046985)
We did not have a lot of AOE based team but Hammerstorm stun and Jeraziah Heal/AOE Nuke seemed sufficient to do the trick against them.
Replay002 (http://replays.heroesofnewerth.com/match_replay.php?mid=38837360)
Not really a good game. Just proves that Flux can be played without a Portal Key if your follow-up initiation has them.
Replay003 (http://replays.heroesofnewerth.com/match_replay.php?mid=39037181)
A lot of Synergy picks with Flux. Again I am not a pro, so expect lots of errors as well.
Replay004 (http://replays.heroesofnewerth.com/match_replay.php?mid=39235258)
Loads of synergy again.
Replay005 (http://replays.heroesofnewerth.com/match_replay.php?mid=40661024)
Shows the laning dominance of Flux. Also see how most of my ultimates caused us getting owned instead of them. They had better response and we weren't as synergized. This was a pub game, so you can see why.
Replay006 (http://replays.heroesofnewerth.com/match_replay.php?mid=53475826)
Played Flux with Tablet of Command (instead of Portal Key). You can see how that worked out fine too, in the end. We had a bad start :(
________________________________
Credits
I would like to thank the following people/organizations/website:
-> First and foremost, you the reader. Thank you for reading this guide. Hope you got some valuable insight from it. Also hope you did not find this guide boring or hard to get across.
-> Fraps for letting me record the video footage.
-> Flash MX for letting me convert the footage into 8-bit AVI Video.
-> Microsoft GIF Animator for letting me convert the 8-bit AVI into Animated GIFs.
-> Photobucket for letting me upload those Animated GIFs.
-> Imageshack for uploading the still images, (although I could have done that at photobucket as well).
-> HON Spotlight for letting me borrow some of the video footage from.
-> HON Forums for letting me put this guide here.
-> Last but not the least, Drasha (and S2) for giving me :HelmOfTheBlackLegio :D
foxmindedguy
05-21-2011, 04:34 AM
Hope you guys liked it.
Let me know if there is something lacking and I will get to it eventually.
Thanks for reading.
Rordarok
05-22-2011, 11:38 AM
Holy.
In my honest opinion the best guide I've ever read.
frtzarn
05-22-2011, 04:12 PM
Nice! I liked how you covered multiple item and skill builds, really a well-written guide. Especially the part about using the pink slow more frequently
Ekamo
05-22-2011, 05:21 PM
Well written guide. I think you should be a little more detailed in the item and gameplay section. Very well researched about the skills, learned quite a few things.
Droggeltasse
05-22-2011, 05:33 PM
You should lower the size of the items and heroes a little bit. there is no need for them to be that big, they distract a little bit and make it harder to read.
Shakma
05-22-2011, 05:47 PM
It's said alot and I just wanted to mention it again: the problem with :HelmOfTheBlackLegio is that getting it is only worth it when done asap. So getting it after :FrostwolfsSkull: (as one of the most expensive items in game) will more often than not mean, that you're getting :HelmOfTheBlackLegio too late.
I think you should mention :BehemothsHeart: and :FrostfieldPlate: in luxuries too. The first one synergizes well with :flux: for obvious reasons and the latter one even kinda competes with :FrostwolfsSkull: imo.
But other than that it's a nicely written guide.
And finally as a sidenote: here (http://forums.heroesofnewerth.com/showthread.php?t=258851) a mod from [S2]Warchamp7 for all those of you who also get eye cancer from that baby blue and pink.
me_so_horny
05-22-2011, 07:13 PM
As soon as there are some more high-level Flux games to base items, builds and tactics on (-> replays) this should go premium. Before that, use smaller icons. They're just too large compared to the text.
foxmindedguy
05-23-2011, 03:53 AM
Holy.
In my honest opinion the best guide I've ever read.
Thanks, put a lot of hours into it.
Can you please tell Drasha to take a look at it and maybe get this to the premium guide section. I need my :HelmOfTheBlackLegio
:D
Nice! I liked how you covered multiple item and skill builds, really a well-written guide. Especially the part about using the pink slow more frequently
Yeah I figured I need to put it out there because that is something that isn't that obvious at first. If you take a look at the 5th replay (the laning phase), you can see I make use of it a lot. It got us like 5 kills in-lane.
Well written guide. I think you should be a little more detailed in the item and gameplay section. Very well researched about the skills, learned quite a few things.
I actually had a lot more than this in there. But then I read somewhere that they don't want you to over-complicate stuff. Also there is a character cap per each post, I had to trim a lot down to fit it :(
You should lower the size of the items and heroes a little bit. there is no need for them to be that big, they distract a little bit and make it harder to read.
Thanks, I felt the same way too. But when I started writing this guide, S2 Staff and GMs kept on telling me to make it like NomesWisdom Gladiator guide. I have copied the format from him, so it really isn't my choice. :(
It's said alot and I just wanted to mention it again: the problem with :HelmOfTheBlackLegio is that getting it is only worth it when done asap. So getting it after :FrostwolfsSkull: (as one of the most expensive items in game) will more often than not mean, that you're getting :HelmOfTheBlackLegio too late.
I think you should mention :BehemothsHeart: and :FrostfieldPlate: in luxuries too. The first one synergizes well with :flux: for obvious reasons and the latter one even kinda competes with :FrostwolfsSkull: imo.
But other than that it's a nicely written guide.
And finally as a sidenote: here (http://forums.heroesofnewerth.com/showthread.php?t=258851) a mod from [S2]Warchamp7 for all those of you who also get eye cancer from that baby blue and pink.
OMFG how did I miss those two. Thanks for mentioning them, I have put them in now (and changed HOTBL place from luxuries to core). Thank you so much. :P
As soon as there are some more high-level Flux games to base items, builds and tactics on (-> replays) this should go premium. Before that, use smaller icons. They're just too large compared to the text.
As mentioned earlier, I really can't do anything about the sizes. I was told to make it like NomesWisdom's Gladiator guide. I am powerless in this regard :(
Rordarok
05-23-2011, 09:36 AM
A little piece of advice though:
With your item suggestions add the gold cost + stats etc. like I did here:
Blood Chalice
http://www.heroesofnewerth.com/images/items/Item_BloodChalice.jpg
Cost: 650g
Crushing Claws: 150g
Mark of the novice: 150g
Scarab: 335g
Passive
+3 Strength
+3 Agility
On Activate
Restores 100 mana at the cost of 150 health.
If an enemy hero dies within 700 units before 15 seconds after activation the 150 health is restored.
foxmindedguy
05-23-2011, 03:44 PM
@Rodarok
Thanks. I did it for the core items. Will get to the other ones tonight, when I get back from the University.
FurryTuna
05-24-2011, 02:59 PM
Spot on brother. Spot on!
_Gjallar
05-29-2011, 07:12 PM
hey! first and foremost, thank you for the guide! very informative.
Also, it might be just me but i get "Photobucket - bandwidth exceeded - upgrade to pro today" on some of the pictures (probably the animated ones). So you should think about removing "Photobucket" from your heartwarming Credits list :p
I recommend using imageshack.us :)
Ghidoran
05-29-2011, 07:25 PM
Excellent guide. Premium quality imo.
X_Raider
05-29-2011, 07:56 PM
If this isnt premium, I dont know what is.
foxmindedguy
05-29-2011, 08:35 PM
hey! first and foremost, thank you for the guide! very informative. Also, it might be just me but i get "Photobucket - bandwidth exceeded - upgrade to pro today" on some of the pictures (probably the animated ones). So you should think about removing "Photobucket" from your heartwarming Credits list I recommend using imageshack.us My apologies for that. I was unaware of their bandwidth conditions. I paid them so I guess it is working now :D imageshack.us also has the same problem. They want monies :( Again my apologies that you weren't able to view those animated gifs. Thank you for reviewing the guide, I am glad you found it informative.
Excellent guide. Premium quality imo. Thanks, my apologies the animated gifs weren't working. I have paid the image hosting website to make sure that if you stumble upon this guide again, you get to see those animated gifs. ;)
If this isnt premium, I dont know what is. Thanks for the compliment. Sorry about the animated gifs not working. I have went premium, so the issue shouldn't pertain anymore. If you wish to take a look at it again, you should not see the "upgrade to pro" icon on some images. Again my apologies for that and thank you for the compliments :D
XtaZ`y
05-30-2011, 06:35 AM
Excellent insight, can't really criticize most of it, however:
- Hotbl is useless IMO: slows your core items that are FWS and PK.
- Disagree strongly with your skill build. Leveling release? I really don't see the advantages of it, as the slow stays the same at all levels. The increased damage is pretty neglectible as you're not really a solo ganker, and thus adding up damage is not necessary. Especially considering that it slows your magnetic surge levels, which is your main dps tool. Leveling Polarity swap on the other hand increases your attack range (which gives you lane presence) and Magnetic surge range as well, transforming an "ok" spell into an amazing harassing tool.
- I think your guide would benefit from a little work on formatting, your images are a bit too big (use either this (http://forums.heroesofnewerth.com/showthread.php?t=27999) for items or the advanced search of google Images to get them, 64x64 images are much easier and agreeable to read and see IMO. Indent a bit, make sure that your different parts REALLY stand out (only thing you did concerning this was changing font color from default to red, I'm sure you can do better).
Elsewise, nothing more to add, premium content, work on the format and it's a premium :)
foxmindedguy
05-30-2011, 03:57 PM
Excellent insight, can't really criticize most of it, however:
- Hotbl is useless IMO: slows your core items that are FWS and PK.
- Disagree strongly with your skill build. Leveling release? I really don't see the advantages of it, as the slow stays the same at all levels. The increased damage is pretty neglectible as you're not really a solo ganker, and thus adding up damage is not necessary. Especially considering that it slows your magnetic surge levels, which is your main dps tool. Leveling Polarity swap on the other hand increases your attack range (which gives you lane presence) and Magnetic surge range as well, transforming an "ok" spell into an amazing harassing tool.
- I think your guide would benefit from a little work on formatting, your images are a bit too big (use either this (http://forums.heroesofnewerth.com/showthread.php?t=27999) for items or the advanced search of google Images to get them, 64x64 images are much easier and agreeable to read and see IMO. Indent a bit, make sure that your different parts REALLY stand out (only thing you did concerning this was changing font color from default to red, I'm sure you can do better).
Elsewise, nothing more to add, premium content, work on the format and it's a premium :)
Thanks for reading and the creative criticism.
I did reduce the size of it (although I was told to strictly follow NomesWisdom's Gladiator guide format, which had 128x128 images for items). But I figured if it is irritating too many people, I can switch the size down.
As for the indentation, I will get to it in a bit. Just figured out how to do it :( (so forum noob of me).
For the skill build, I have given two alternatives and specified exactly when you would go with each alternative. If you are saying that Flux should max pull + range before slow is maxed then I can't really grant you that because both release and surge add burst (which is always preferred). Saying that polarity swap would give him a higher laning presence, in my opinion, is invalid because you are already level 7 when your surge is maxed. Which means laning phase is pretty much over. Thus the ganking/roaming phase starts. Where you need higher burst (hence the Release maxing).
But again, it is good you guys are reading this and sharing your thoughts. It really helps clarify things on both ends.
BTW loved your reasoning behind why HOTBL shouldn't be in the list, as Flux is not that good of a farmer. Have taken it out.
Again thanks for the creative criticism.
FurryTuna
06-03-2011, 08:47 PM
Bump for Drasha to relook it over for Premium Guide :P
Zekeysnake
06-05-2011, 09:46 AM
Nice work fox. Look forward to playing with you after finals.
Sanitatem
06-05-2011, 08:30 PM
OP What are your opinions on a:NomesWisdom: after boots/ before FWS?
Rott gives you the essential mana regen and armor for ganking early with alot of wards. Ive found that applying constant pressure with wards and ganking nets a lot of return from hero kills regardless.
On the range/release debate:
Get range if you are facing mostly ranged, you need to be able to pull them from there positioning which is next to impossible with only 1 in skill 3. You're AA damage should be high enough from treads alone during ganking to give you the extra damage you gain from maxing release.
foxmindedguy
06-06-2011, 04:14 AM
OP What are your opinions on a:NomesWisdom: after boots/ before FWS?
Rott gives you the essential mana regen and armor for ganking early with alot of wards. Ive found that applying constant pressure with wards and ganking nets a lot of return from hero kills regardless.
On the range/release debate:
Get range if you are facing mostly ranged, you need to be able to pull them from there positioning which is next to impossible with only 1 in skill 3. You're AA damage should be high enough from treads alone during ganking to give you the extra damage you gain from maxing release.
Hmm I will give Flux a try with Nomes Wisdom and let you know. As for the range/release debate, I can see your point. I will try him with range as well and see where it leads me. No promises on changing the strats around though because I love burst over sustained damage. :D
foxmindedguy
06-07-2011, 11:27 PM
Nice work fox. Look forward to playing with you after finals.
Thanks, buddy. Yeah good luck on those. Will play loads after your done, hopefully.
crazysheep
06-07-2011, 11:50 PM
Thoughts on Spellshards as a luxury item for Flux?
foxmindedguy
06-08-2011, 02:48 AM
Thoughts on Spellshards as a luxury item for Flux?
Really doesn't have insane amount of nukes to be needing Spellshards. Also only one damaging skill is AOE, so I would personally think no. You are better off with Codex (not saying that it is a good built, but Codex > Spellshards on Flux).
But yeah, nice question. Thanks for your contribution to the discussion and bringing up a possible alternative way to play Flux. :D
FurryTuna
06-13-2011, 12:25 AM
Why is this not premium yet?
foxmindedguy
06-14-2011, 11:40 PM
Why is this not premium yet?
Patience, my friend.
Drasha looked it over, pointed out some stuff. I have updated some pictures, it looks neater than before, to be honest.
Just waiting on Drasha to look it over again and hopefully approve it for premium.
Rordarok
06-16-2011, 03:19 AM
Congrats m8 :).
foxmindedguy
06-16-2011, 01:10 PM
Congrats m8 :).
Thanks buddy. :D
AtroCty
06-16-2011, 01:37 PM
You should add the insane possiblity to combo Engineer with Flux.If enemies are into it, he can push them out and effect all enemies with Perplex, or pull every enemy into.
foxmindedguy
06-17-2011, 11:52 AM
You should add the insane possiblity to combo Engineer with Flux.If enemies are into it, he can push them out and effect all enemies with Perplex, or pull every enemy into.
Although I did mention that they are a few examples (just so you get an idea of what heroes have good synergies with Flux). Regardless, added to the list. Thanks for your suggestion :D
Also reduced the size of hero images in the Drafting section.
Reldnahc
06-17-2011, 03:50 PM
Really doesn't have insane amount of nukes to be needing Spellshards. Also only one damaging skill is AOE, so I would personally think no. You are better off with Codex (not saying that it is a good built, but Codex > Spellshards on Flux).
But yeah, nice question. Thanks for your contribution to the discussion and bringing up a possible alternative way to play Flux. :D
His 2nd skill does physical damage, so spellshards is an absolute waste on him.
foxmindedguy
06-17-2011, 04:23 PM
His 2nd skill does physical damage, so spellshards is an absolute waste on him.
I am saying Codex is better than Spellshards on him in the post you are referring to. And the reason is mentioned there too.
And um... Tooltips lie sometimes. If you go to practice mode and increase someone's magic armor. You can see that the damage they take from Magnetic Surge will be lessened (u can check that by seeing how much hp they lost, with or without Shaman's).
What I am saying is that it does magic damage (although the tooltips says it does physical). This error is also mentioned in my guide.
Stvrmpanzer
06-22-2011, 05:18 PM
Great, GREAT AWESOME GREAT AWESOME(?)
This guide helped me see some things i've done wrong with flux.
Thank you foxmindedguy!
great guide, maybe include a demonstration of the flux+magmus combo as that is quickly becoming a classic.
basically magmus can just start channeling his ult first, with no regard for the location of enemy heros, and flux can make it happen
smulch
06-22-2011, 08:33 PM
There's a few things I disagree with.
First, leveling magnetic surge past level 1 is a complete waste of a skill point. At level 3, you have maybe 40 strenght. So for 1 point, you increase your damage by 12 before magic armor and not only that, you make the spell 50% more expensive. Keeping it at lvl 1 until late game provides Flux with a MUCH better mana management because you are nuking your opponent with a 20 mana spell instead of a 50 mana. The difference in damage is around 50-60 points for 3 skill points. This also allow you to skip items like blood chalice and mana battery and let you go straight to steam boots and frostwolf skull.
I honestly suggest going this route in term of skills:
Magnetic Surge
Polarity Swap
Release
Release
Release
Discharge
Release
Polarity Swap
Polarity Swap
Polarity Swap
Discharge
Stats/Magnetic surge (it depends on your strenght total at this point).
Additionally, I wouldn't put Shrunken Head as a recommended item on Flux. Unless the other team has extremely high aoe magic damage, you actually want Flux to take the damage from spells. He has such a high amount of HP that he can really afford it very early in the game. Your gold would better be spend on a Tablet of Command.
Magnetic Surge is doing magic and physical damage. The strength conversion is magical damage, the "100% of his attack damage" is physical damage.
foxmindedguy
06-24-2011, 02:14 AM
great guide, maybe include a demonstration of the flux+magmus combo as that is quickly becoming a classic.
basically magmus can just start channeling his ult first, with no regard for the location of enemy heros, and flux can make it happen
Thanks for the compliment and your suggestion.
However, I do feel that it is wise not to talk about individual team-ups in the guide because then I would be questioned why didn't I put another team-up over the one I mentioned.
For instance, Flux + Behemoth is pretty nice too. Hell, Flux + Hammer has a high level of success as well. Another good one is Bubbles, the way you go about that is that Bubbles first puts his Kelp then you either push or pull them out of the Kelp radius to apply stun and additional damage.
Subsequently, you can not argue one better than the other. Hag + Flux might be good in some setups while Flux + Hellbringer might be better in others.
To sum things up: I agree with you, Flux + Magmus is a baller comp but it is safe to only roughly mention him and not give the setup more importance than many others.
There's a few things I disagree with.
First, leveling magnetic surge past level 1 is a complete waste of a skill point. At level 3, you have maybe 40 strenght. So for 1 point, you increase your damage by 12 before magic armor and not only that, you make the spell 50% more expensive. Keeping it at lvl 1 until late game provides Flux with a MUCH better mana management because you are nuking your opponent with a 20 mana spell instead of a 50 mana. The difference in damage is around 50-60 points for 3 skill points. This also allow you to skip items like blood chalice and mana battery and let you go straight to steam boots and frostwolf skull.
I honestly suggest going this route in term of skills:
Magnetic Surge
Polarity Swap
Release
Release
Release
Discharge
Release
Polarity Swap
Polarity Swap
Polarity Swap
Discharge
Stats/Magnetic surge (it depends on your strenght total at this point).
Additionally, I wouldn't put Shrunken Head as a recommended item on Flux. Unless the other team has extremely high aoe magic damage, you actually want Flux to take the damage from spells. He has such a high amount of HP that he can really afford it very early in the game. Your gold would better be spend on a Tablet of Command.
Magnetic Surge is doing magic and physical damage. The strength conversion is magical damage, the "100% of his attack damage" is physical damage.
First and foremost, thanks for taking your time and critiquing the guide. It only makes the guide better.
The first thing I would like to point out is that Shrunken Head is placed in luxury and not in core. I do agree with you that if one can't afford Portal Key, you can opt for Push Book (ToC), as it is a cheap man's Portal Key.
As for your skill route, I have mentioned both of them. If you want lane harassment, you need to power level magnetic surge. On the other hand, if your team lacks nukes (especially AOE) then you need to opt for Release.
If you max your Release early on then you are spending 130 mana for the same amount of slow which you could have attained in 85 (45 extra mana), hence you would need chalice more so if you wish to abuse your CC.
If you max Surge first, then you are only spending 30 extra mana but look at the cool-down difference and the pull amount difference. Your surge becomes more spammy and you tend to give melee heroes a hard time especially when they come close trying to last hit a creep.
Again I am not saying one is better than the other. I am saying you have to look at what you need.
As far as choosing your first skill as Surge instead of Polarity. That I will disagree on. You need the range as a first skill, so that from level 1 you are safer in terms of farming and harassing. You do not need level 1 pull or push, as there are no 0:00 runes and level 1 ganks are really rare.
Again, my intend is not to disregard your suggestions. They were very well thought out and hey if it works for you, go for it. Like I mentioned before, there is no one way to play a hero.
I have tried to put up alternative ways to skill/build/play the hero, but I do not wish to give too many alternatives because then it tends to become confusing (especially for players who pick up Flux for the first time).
smulch
06-24-2011, 02:08 PM
The thing is that by leveling magnetic surge past level 1, you sacrifice a lot of burst damage and mana conversation for very little. Yes, the cooldown goes down by 2 seconds per level up but you'll be doing very very little extra damage.
Additionally, increasing magnetic surge do not increase it's push/pull range. You need to level Polarity Swap for that.
And like I previously said, not maxing magnetic surge right away allow Flux to completely skip a chalice of blood which is quite significant as flux isn't a hero that should take creep kills over another ally in most situations.
You are allowed to have your opinions on how flux should be built but going release as your first maxed skill allows you to perform at the same rate during the laning phase (the harassment is more sustained than bursted but you'll end up doing more as your mana hold much easier) and you gain a lot of ganking strength as you do an extra 225 magic damage instead of maybe 30-40 from magnetic surge.
foxmindedguy
06-24-2011, 09:07 PM
OK, Smulch, I will play him your way. If he tends to be better then I will change him around.
And for your earlier statement on Surge doing both damage types, err... Not true, it is only magical. I tested everything, spawned three demented shamans. One was naked (no items), the second one had mystic vestment and the third one had ringmail.
Magnetic Surge did least damage to the mystic vestment possessing dsham, and did more damage to both itemless and ringmail dsham. Additionally, the damage both itemless and ringmail dsham took was equal.
smulch
06-24-2011, 09:36 PM
Magnetic Surge did least damage to the mystic vestment possessing dsham, and did more damage to both itemless and ringmail dsham. Additionally, the damage both itemless and ringmail dsham took was equal.
Ok, that's my bad then.
MaichinhT
06-25-2011, 03:55 AM
Extremely good guide! Props man. lots of hard work went into this im guessing
Anakha
06-25-2011, 07:38 AM
ew @ stats even being considered over polarity swap.
dreta
06-25-2011, 01:37 PM
i don't see any reason to not get PS on a non-jungling hero, it should be Chalice/not-Chalice and not PS/Chalice
foxmindedguy
06-25-2011, 04:20 PM
Extremely good guide! Props man. lots of hard work went into this im guessing
Thanks, buddy. Yeah a lot of hard work went into it. I got a little lazy at the end, but Drasha knew how to motivate me a little to make it premium. :D
ew @ stats even being considered over polarity swap.
LOL, first of all I personally pick PS over stats because for me the 150 extra range is a big deal (as for anyone at level 1, they should get PS). But you can't rule out the power of (as mentioned before):
-> +114 max HP
-> +0.18 HP regen
-> +6 Attack Damage
-> +13.2 Surge Damage
-> +78 max mana
-> +0.18 Mana regen
-> +6 Attack Speed
-> +0.84 Armor
I have made it clear how each skill build benefits Flux and left the readers with the flexibility to play him different ways (if one way seems to be not working for them).
Again, I have played Flux all the four ways I mentioned:
-> Maxing Release first
-> Maxing Surge first
-> Going Polarity Swap over stats
-> Going stats over Polarity Swap
And have had success in all those skill builds, so I can't rule any of this out.
i don't see any reason to not get PS on a non-jungling hero, it should be Chalice/not-Chalice and not PS/Chalice
Yup I love Power Supply too. It gives better stats than Chalice as well :D. I don't understand what you mean by the part I have bolded. Are you saying he needs to get Power Supply no matter what and Chalice is optional?
---------------------------------------------------------------------------------------------------------------------
@Smulch: I did try your build and although I am not ruling it out but so far I have found something rather unpleasant for me :(. At Level 11 with your 4-1-4-2 built, you do not pull heroes into your Release radius. Thus your pull -> pink polarity -> slow combo becomes that much more difficult.
With 4-4-1-2 built, the combo becomes a lot easier as you don't have to switch to pink polarity to apply a substantial slow.
Again, not saying your built is inferior or anything. It is not working for me thus far. I will give it some more tries, as with every new built you need some practice to master.
Quique
06-25-2011, 04:58 PM
Dreta meant Power Supply when he said PS. That's why he was comparing it to Blood Chalice.
Nice guide, bud. I love playing flux, but only if I am having a good day in general. He's just fun. Sometimes I win, sometimes I don't. He's just so unlike the other heroes it's fun to escape every once in a while.
foxmindedguy
06-25-2011, 05:48 PM
Dreta meant Power Supply when he said PS. That's why he was comparing it to Blood Chalice.
Nice guide, bud. I love playing flux, but only if I am having a good day in general. He's just fun. Sometimes I win, sometimes I don't. He's just so unlike the other heroes it's fun to escape every once in a while.
Yup extremely team dependent, hero. You need to have good synergy with your team-mates to accomplish anything, otherwise your ultimate backfires. But overall a fun hero :P
As for Dreta's comment, yeah it wasn't making sense to me. I will re-read it and edit my previous post. Thanks for getting me into the context (I am dumb sometimes :( ).
smulch
06-25-2011, 07:19 PM
well, yes, you do need to switch to the pink form to pull/slow.
This is how I do it, You pull, you then order your hero to move towards your target then you swap polarity and then you release. The important part is to move towards your opponent because you can't swap and release right away which mean they can get out of the radius because of that.
Also, how did your laning phase go with max release? I usually go with 3-4 kills just in my lane due to that.
Anakha
06-25-2011, 07:21 PM
Would you ever take stats over Dead Eye on Flint though? That's the magnitude of the comparison being made there :/
foxmindedguy
06-25-2011, 08:46 PM
Would you ever take stats over Dead Eye on Flint though? That's the magnitude of the comparison being made there :/
Well, with Flint his range comes to be 810, so it is safe for him. With Flux, you are still mere 550. And although I go PS over stats, I can understand why people would want stats over PS. His skill set does require him to tank a lot and extra HP etc is not bad.
well, yes, you do need to switch to the pink form to pull/slow.
This is how I do it, You pull, you then order your hero to move towards your target then you swap polarity and then you release. The important part is to move towards your opponent because you can't swap and release right away which mean they can get out of the radius because of that.
Also, how did your laning phase go with max release? I usually go with 3-4 kills just in my lane due to that.
Well, tbh, maxing release wasn't that bad. Like I mentioned before I have went a lot of alternative ways on Flux and maxing release first is one of the ones I felt comfortable with. But the skill build is already mentioned in the guide, it is getting PS over Surge that I have not mastered yet. Will keep experimenting on it, though.
Thanks for bringing it up.
Anakha
06-26-2011, 02:56 AM
And your main presence is extended in range as well, extending your area of influence greatly. They are comparable.
foxmindedguy
06-26-2011, 04:25 AM
@Anakha: I am not disagreeing with you. I just can't accept it to be the only build that is out there because people have had success with maxing stats too. Same thing with Fayde, building Codex was considered the only right way by most people and therefore the item is a common pick-up on her, but ruling out all other possibilities is rather short-sighted, don't you think?
@smulch: Modified the primary choice of skill build-up to have Release maxed out first. Although still not convinced on the 4-1-4-2 thing. Not dismissing it right now though.
smulch
06-26-2011, 12:41 PM
Well, maxing your range before your MS is more about your team composition and how you set up ganks.
I find it to be far easier to gank someone when I have and extra 150 range to pull him back then swap to purple mode and release than have 150 less range but pulling him closer to me. It gives him that much more time to react against me once he see me. Additionally, mass team fights are rather rare at that point and you usually don't need to surge more than once to score a kill. If you gank two heroes, you can ult them both and slow them both and keep your MS for the second hero rather than the first. Or you can ever position yourself to push him in your team instead of pulling him :D
You can check game 50467073 where I played Flux.
kvoevodin
07-01-2011, 10:58 AM
nice work, thank u
foxmindedguy
07-01-2011, 02:48 PM
nice work, thank u
Thank you, Invoker. I did update the Release slow (as it was tweaked to remove the bug in its blue polarity form). It is now possible to slow 70% with blue polarity :D
dfhgidufg
07-06-2011, 04:16 PM
smulch is rather insane--not skilling magnetic surge is beyond silly
in a solo lane, where I usually play flux, I prefer to max magnetic surge first
his other two abilities are very strong at rank 1 (release slows very well, polarity swaps works). Furthermore, magnetic surge will end up adding a lot more harass and lane control than release
smulch
07-09-2011, 10:42 AM
smulch is rather insane--not skilling magnetic surge is beyond silly
in a solo lane, where I usually play flux, I prefer to max magnetic surge first
his other two abilities are very strong at rank 1 (release slows very well, polarity swaps works). Furthermore, magnetic surge will end up adding a lot more harass and lane control than release
Not leveling surge allow you to spam it more during the laning phase, allows you to skip mana regen items and will allow you to get increased ranged on your magnetic surge (pretty hard to harrash an opponent when you only have 350 range on your skill). Also sorry but I don't understand why anyone would want a solo flux as he's way way better in a lane.
I don't understand why anyone would want a solo flux
....
ElementUser
07-09-2011, 01:00 PM
Oh and you can thank me for perfecting Flux's pull mechanics :)
I still have a few more things to do like hiding the annoying W/R states appearing on you for 0.2 seconds (going to visually hide those)
dfhgidufg
07-09-2011, 01:43 PM
Not leveling surge allow you to spam it more during the laning phase, allows you to skip mana regen items and will allow you to get increased ranged on your magnetic surge (pretty hard to harrash an opponent when you only have 350 range on your skill).
you'll have 450 range on surge, since you get one early point in polarity swap
as for the mana cost, you're just being silly. It takes 50 mana at the last rank--flux spends his mana on release, not on surge
finally, skilling surge increases the push/pull distance, even though the tooltip doesn't mention this
Also sorry but I don't understand why anyone would want a solo flux as he's way way better in a lane.
you're just wrong, he's best as a solo
ElementUser
07-09-2011, 07:02 PM
Oh foxmindedguy, I think you're under-advertising Flux's alt avatar, as the quality on your image seems a bit low :(.
foxmindedguy
07-10-2011, 05:52 AM
Oh foxmindedguy, I think you're under-advertising Flux's alt avatar, as the quality on your image seems a bit low :(.
My laptop sucks, can only run low graphics :(
Also they took away alts from practice mode so I can't really re-take the photo on someone else's computer. If you could take a snapshot of it, and maybe PM or upload it on imageshack and PM me the link, I will replace it.
Oh and thank you for fixing the pull mechanics. Did you also fix the blue polarity release as well?
foxmindedguy
07-10-2011, 05:58 AM
As for NOBLUE and SMULCH:
If I understand correctly, NOBLUE is saying one should max Surge first followed by Release and SMULCH is saying one should max Release first followed by Polarity Swap?
I believe Flux was picked in a competitive game and ownt. Can someone link me the replay so I can see what skill-set he went and other related stuff.
Mordiggian
07-10-2011, 10:20 PM
Nice guide, but, um... how is Nymphora in any way a carry?
foxmindedguy
07-11-2011, 04:13 AM
Nice guide, but, um... how is Nymphora in any way a carry?
Nymphora carries with Codex.. DUH!!!
JK.. Changed it, thanks for spotting this oversight. There might be more epic fails in this guide. If someone can spot them please bring them to my attention and I will get to it once I read your post.
Thanks again for correcting me :D
Marbles
07-17-2011, 10:21 AM
I agree with smulch on everything but the 2nd point in skill order. I have killed heroes at level 2 with flux and release was mandatory.
Edit: oops nice catch
ElementUser
07-17-2011, 10:31 AM
^Um.......
- Discharge is his ultimate; you're talking about Magnetic Release
foxmindedguy
07-18-2011, 02:03 AM
^Um.......
- Discharge is his ultimate; you're talking about Magnetic Release
What is Magnetic Release? :D
Do you mean the combo? Magnetic Surge -> Release.
BTW congrats I heard you got promoted :D
ElementUser
07-18-2011, 09:47 AM
Ok, Release then.
Same thing
~.~
Gilren
07-20-2011, 07:26 AM
About flux Good lane partners, Pandamonium has a lot of synergy with him.
It's a very aggressive lane, but really strong. It's aggressive because Panda is an aggressive hero, and flux can't really harass with such a short range of auto attack, but panda can flick, and flux can pull towards him, making the initiation very easy.
Also, with flux's slow, panda can land a canonball very easily, making it a very difficult lane to beat. The fact that both heroes are strengh heroes make them harder to take down than other possible lanes.
I'm not a really good player (the best MMR I ever had is 1637), but you guys should try it.
foxmindedguy
07-23-2011, 06:46 AM
About flux Good lane partners, Pandamonium has a lot of synergy with him.
It's a very aggressive lane, but really strong. It's aggressive because Panda is an aggressive hero, and flux can't really harass with such a short range of auto attack, but panda can flick, and flux can pull towards him, making the initiation very easy.
Also, with flux's slow, panda can land a canonball very easily, making it a very difficult lane to beat. The fact that both heroes are strengh heroes make them harder to take down than other possible lanes.
I'm not a really good player (the best MMR I ever had is 1637), but you guys should try it.
I will try it, thanks for suggesting it.
BTW added Tablet of Command as a possible replacement of Portal Key. Also added a replay where I chose ToC over PKey and had success with it.
smulch
08-01-2011, 07:11 PM
I agree with smulch on everything but the 2nd point in skill order. I have killed heroes at level 2 with flux and release was mandatory.
Edit: oops nice catch
I guess it depends on a few things.
Are you tri laning? release
Do you have someone with a long range stun? release
Do you have someone with a good ranged slow and have enough burst (or opponents are low from harrash)? release
Are you assisting a carry that don't have burst? polarity swap
Is your team on the defensive? polarity swap
Broodje
09-19-2011, 04:39 AM
Hey cool guide. I love flux <3.
But I think you should add :deme: to the laning phase partners. Just pull your enemy into the creeps, heal them, double slow = gg.
Really helped me alot in laning with flux.
foxmindedguy
09-21-2011, 01:32 AM
Hey cool guide. I love flux <3.
But I think you should add :deme: to the laning phase partners. Just pull your enemy into the creeps, heal them, double slow = gg.
Really helped me alot in laning with flux.
Thanks for the compliment. Although the list is just a sample and it doesn't show all the heroes that have good synergy with Flux, but yeah I can definitely see Demented Shaman as a good partner.
Will determine who to replace Dsham with, as I don't want to have more slots as partners than I have up. So yeah, just give me a little time and I will get Dsham in there :D
WNxTyr4el
03-23-2012, 03:05 AM
I searched for this cuz I want to buy Flux soon (so I can have at least ONE strength hero lol) and this is the MOST in-depth guide I've literally ever read on anything lol.
Great work. Adding to bookmarks now. I'd +rep you on this if I could.
You make :flux: very happy
foxmindedguy
02-10-2013, 02:03 AM
I searched for this cuz I want to buy Flux soon (so I can have at least ONE strength hero lol) and this is the MOST in-depth guide I've literally ever read on anything lol.
Great work. Adding to bookmarks now. I'd +rep you on this if I could.
You make :flux: very happy
Haha I am glad you found this useful. I am NOT the best flux though, just know a little bit about him :D