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
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
Table Of Contents
- Alt Avatar
- Skill Build
- Starting Items
- Core Items
- Items to Avoid
- Tips and tricks
- Lane partners
- Teamfight partners
- Vicious Foes
IntroductionFlux 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 teamIntiator, Setup maker (for Initiation), Semi-carry.StatsStrength: 23 (2.7)
Agility: 21 (2.0)
Intelligence: 16 (1.4)
Armor: 2.94 (15%)
Movement Speed: 295
Attack Range: 350 (Range)
Attack Rate: 0.71
Alt AvatarAs 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? )________________________________
The price of the new skin is 470 Silver Goblin Coins.
SynopsisFlux 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.
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.
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)
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.
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.
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.
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).
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.
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.
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.
While in blue polarity, Discharge pulls heroes (no matter where on the map) 500 / 600 / 700 units towards him, per level respectfully.
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.
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.
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.
- Polarity Swap
- Magnetic Surge
- Magnetic Surge
- Magnetic Surge
- Magnetic Surge
- Polarity Swap
- Polarity Swap
- Polarity Swap
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).
Last edited by foxmindedguy; 10-31-2012 at 10:08 AM.
Every hero below has one or more new ability effects, Check them out:
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
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
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.
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
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 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.
Once you've completed the post core, you might turn to buying some luxury items.
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.
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).
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 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
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.
Last edited by foxmindedguy; 06-22-2012 at 05:45 PM.
Every hero below has one or more new ability effects, Check them out:
LaningAs 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).GankingYou 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.TeamfightsFlux 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.
DraftingFlux 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.
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 PartnersAny 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.
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.
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."An Ultimate for an Ultimate... But my one is known for counter-initiation"________________________________
"They can't hurt what they can't see"
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.
Not really a good game. Just proves that Flux can be played without a Portal Key if your follow-up initiation has them.
A lot of Synergy picks with Flux. Again I am not a pro, so expect lots of errors as well.
Loads of synergy again.
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.
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
CreditsI 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
Last edited by foxmindedguy; 02-14-2012 at 02:41 AM.
Every hero below has one or more new ability effects, Check them out:
Hope you guys liked it.
Let me know if there is something lacking and I will get to it eventually.
Thanks for reading.
Last edited by foxmindedguy; 05-21-2011 at 05:55 PM.
In my honest opinion the best guide I've ever read.
Can you please tell Drasha to take a look at it and maybe get this to the premium guide section. I need my :HelmOfTheBlackLegio
Last edited by foxmindedguy; 05-23-2011 at 04:01 AM.
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
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.
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 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 a mod from [S2]Warchamp7 for all those of you who also get eye cancer from that baby blue and pink.
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.
A little piece of advice though:
With your item suggestions add the gold cost + stats etc. like I did here:
Thanks. I did it for the core items. Will get to the other ones tonight, when I get back from the University.
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
Check out my DREAM-Hero, Feedback/Criticism appreciated.(Click the picture)
----------------- I already coded him (youtube video included!!!) -----------------
Excellent guide. Premium quality imo.
Movie, comic and game reviews from yours truly:
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 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
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.