The post is Flux Item Build for RTS Game "HoN"
Flux Items
Starting Items
Chalice Flux
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.
Flux 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).
FluxPost 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
Cost $2150
Activation
When activated, teleports user a short distance to a targeted location.
Item Activation Details
Range 1200
Cooldown 14 seconds
Mana Cost 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
Cost $2040
Components
$540
$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 800
Cooldown 16 seconds
Mana Cost 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).
Last but not the least, Push Book also has the advantage of being able to push other units aside from yourself. While other displacement based heroes (like Devourer and Gauntlet) can mingle the position of their allies through their hook/grapple skill, Flux Magnetic Surge and/or Discharge only works against enemies. Having this item gives him a lot more utility by displacing the positions of enemies or allies to make the situation favorable for your side.
FrostWolf's Skull
Cost $6200
Components
$2200
$2100
$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
Cost $3900
Components
$1000
$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
Cost $2750
Components
$950
$500
$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
This item has great synergy with Flux's Discharge. When you pull everyone, not always are you fortunate enough to get everyone into your Releaseradius, 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.Cost $4700
Components
$2700
$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.
Behemoth's Heart
Cost $5500
Components
$3200
$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
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.