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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Flash

    Catch Me If You Can (December Rework)

    A Flash guide by Trseil
    Last updated: Jan 1st, 2014
    Link to guide: www.dawnbase.com/guides/7tclmzsa
    3,475 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
      FLASH Work in Progress   

    With the latest changes in the November and December update, some players may find Flash more challenging than ever to play. Flash has really taken a beating in every conceivable way. With the lack of damage early game and Will consumption at an all-time high he lacks in a lot of areas. Your main advantage as a Flash player is your late game which is still great although requires expensive items



       
    Latest Patch Notes  

    •We've improved Flash's animations. Enjoy!

    •Movement Speed Changes
     Flash’s decreased from 4.10 to 4.00.

    •Attack Defense Changes
     Flash’s increased from 14+3.2lvl to 15+3.5lvl.

    •Health Changes
     Flash's increased from 462+80lvl to 462+86.9lvl.

    Flash Attack
    •Damage reduced from 60/100/140/180 to 50/90/130/170.
    •Damage Ratio decreased from .7 to .65.
    •Cost increased from 30/35/40/45 to 30/40/50/60.

    F=MA
    •Cost increased from 50/60/70/80 to 55/70/85/100.

    Hyper Vibration
    •Cost increased from 55/70/85/100 to 65/80/95/110. 



                             

    Augments and Mods

    S.T.A.R.

    +3.16 Power Damage           +3.16 Power Damage      +3.16 Power Damage
    +1.05% Power Lifesteal        +1.17% Cooldown            +2.11 Power Pen


    These first 3 augments because of the high flat power damage(PD) which I feel is needed for early game. Power Lifesteal(PS), Cooldown(CD), and Power Pen(PP) all benefit Flash.

    Lex

    +0.23% Cooldown/lvl (Max 4.37%)
    +0.44 Power Damage/lvl (Max 8.36)


    I went CD/per lvl and PD/per lvl as a test and I ended up liking it quite a bit. It really feels like it fills the gap between mid and late game.

    Enhanced The Book Of Eternity  +16 Power Damage (Tier 1)

    Absolutely, 66 PD to the bank at Tier 1 and at Tier 2 76 PD. You really can't beat that for the cost.

    Optimized The Starheart   250 Credits Off (Tier 3)

    I went this route to get Starheart max'd out as quickly as possible.

    Enhanced Psi-Scimitar +22 Power Damage (Tier 2)

    Wait, 66 PD at Tier 2 for 1750 credits? OK sign me up.


                                      

    Ability Level Order

    Due to the recent changes in Will consumption for Flash and for the way I build Flash I no longer Max Q first. The reason should be obvious if you look at the Patch notes above. I start the match out with Flash Attack, F=MA, and Hyper Vibration. Now some Flash players will completely avoid Hyper Vibration and put another point in Flash Attack or even in Speed Force. I do not go this route specifically for the battle at Control Point 1. Although it now costs more and is not as effective as it used to be Hyper Vibration it still provides a slow that can be invaluable when escaping enemy’s or slowing down those pesky ranged. If this isn't your play style no worries, but you should still pick it up at level 4 or 5 before you get your Ultimate.

    Basically, depending on how the match is going I try to max Flash Attack, F=MA, and Speed Force roughly at the same time. Of course, putting a point in Speed Storm whenever it comes up takes precedence. Again, this is just my play style because of the Artifacts that I have chosen early on do not give Will or Will Regen.


       

    Stolen Powers

    [[Doomsday's Invulnerability]] Obvious, Shield for 3 secs that prevents a potential death. Rarely will I see anyone using anything but this. A possible replacement for this is [[Shazam's Invulnerability]] which also provides a heal but only if the shield is up.

    [[Flash's Super Speed]] This used to be sooooo good but was hit by a nerfbat last patch. Still provides you with a speed boost but it is only 5% faster than [[Atomic Wonder Woman's Super Speed]]

    Patch Notes
    •Flash's Super Speed move speed increase reduced from 30% to 25%.


    [[Atomic Wonder Woman's Super Speed]] This could be used instead of [[Flash's Super Speed]] The trade off 5% movement speed for doing damage when you go through them.

    Other Stolen Powers to Consider
    Ranked in the order I would use them in.

    [[Shazam's Invulnerability]] If I were to use something else besides [[Doomsday's Invulnerability]] this would probably be it. The reason why I do not use it is due to the fact that when the enemy team puts there focus on me my shield is not up for that long which would equate to very little healing being done by the shield.

    [[Zatanna's Psychic Assault]] Another possible replacement for [[Doomsday's Invulnerability]] or even [[Flash's Super Speed]] I do not use it because it doesn't suit my play style but you might want to give it a shot.

    [[Atomic Green Lantern's Consume]] Before the December patch I ALWAYS used this instead of [[Doomsday's Invulnerability]]. It was great. A mini speed boost along with a heal. It fit my play style perfectly but since the nerfbat got swung you now have to be a lot closer to the object you are consuming AND the speed boost is a joke.

    Patch Notes
    •Range reduced from 400 to 250.
    •True Damage (vs. creatures only) decreased from 250 +35/lvl to 225 +30/lvl.
    •Atomic Green Lantern: Move speed bonus reduced from 15% to 12.5%.



       

    Starter Items

    The Book Of Eternity (1)  Mod Enhanced The Book Of Eternity  +16 Power Damage (Tier 1)

    Picking starting artifacts in any match can be difficult especially with the buying menu in-game to be a bit clustered and confusing. The pro's for picking up The Book Of Eternity (1) is that when you use [flash attack] it will actually feel like you are doing some damage. The con's to picking this item is that it leaves you with no room for error. If you miss with [flash attack] it goes on CD and you used up a bit of your Will that you can't easily get back.

    If your new to Flash or unsure of how to play him a safer bet to start out would be

    Eye Of Ekron (1)   Modular Tektite Vial (3)    Cosmic Staff (1)

    Going this route means you have to switch out one of the Mods for Discounted Eye Of Ekron 100 Credits Off (Tier 1)

    Those 3 artifacts will give you some sustain, move speed, and extra will but you will be able to see a significant decrease in the amount of damage that you do.



                                                             
    Core Items[/color]

    Let me start this off by saying that every champion in Infinite Crisis can be played differently and should be played differently depending on the situation. "Situational" being the key word here. If you do not like something on this build then try something else but this is the build I "Normally" use for Gotham Heights.

    After getting your starting item, wait until you have 1350 credits and go back to base. Now this doesn't mean, oh crap I have 1350 credits time to port back in the middle of a fight. This means once you have roughly 1350 credits and there is no immediate need for you, go home.

    Pick up The Book Of Eternity (2)  and Modular Tektite Vial (3)  for the extra PD and vial brings sustain to the fight. Hint about Vial - Get off the spawning zone and use an ability to drain some will. Hit a charge of vial and get back on spawning zone. This gives you 15secs of restoring Will as you use abilities to increase your speed to the next point.

    After this I tend to farm either minions, enemy champions, or capture points. My goal is to get as many credits as possible to Max out The Starheart (3) quickly. It has the Mod Optimized The Starheart   250 Credits Off (Tier 3)[/color] which will make getting fairly easy.

    Next up is [[Psi-Scimitar (3)]] which has the Mod Enhanced Psi-Scimitar +22 Power Damage (Tier 2) I go in this order almost all the time because these 3 items have the Mods on them making them even more valuable (PD to credit ratio) then other artifacts. However, sometimes I will get shut down early on in game. If this happens I will switch from [[PsiScimitar (3)]] and go for a Cosmic Staff (3) for the extra health.

    If I pick up Psi-Scimitar (3) for my 4th artifact then I'm picking up Cosmic Staff (3) next. This brings more PD, Health, and you now leave a DOT on them for additional damage.

    Finally, I get [[Eclipso's Diamond (2)]] or Eye Of Ekron (4) next depending on how the fight is going. If I need to move faster or find that I'm running out of will in fights I'll get Eye Of Ekron (4) before Diamond.
     
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