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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.

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    Infinite Crisis builds for Flash

    Flash Jungle: Fastest Tank Alive

    A Flash guide by CoupeDeJarnac
    Last updated: Sep 19th, 2013
    Link to guide: www.dawnbase.com/guides/flash-jungle-fastest-tank-alive
    2,886 0


    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
    Stolen Powers
    The Flash:  The Fastest Tank Alive!

    There are a few reasons why you would play The Flash.  He's a late game carry, he has an amazing personality, he does a crap ton of damage, he is one of the best team fight characters in the game, and he is the fastest man alive!  Though he is easily out played while in lane, he has no sustain, has a high skill cap, and he he has one of the lowest health pools in the game.

    Stolen Powers:

    [[Nightmare Batman's Consume]] is your equivalent to Smite in League of Legends.  Take it.  When it comes out [[Atomic Green Lantern's Consume]] will work better for The Flash as it grants the bonus movement speed to go along with your passive.  The other one to take at the moment is [[Gaslight Batman's Surveillance Camera]] as it grants the ability to see stealth, and allows you to help your lanes not get ganked (not to mention it helps you not get counter jungled).  They last for 1 minute 30 seconds, and have a 1 minute cool down.

    Starting Items:

    So you decided you want to play The Flash, and in the jungle.  So through a lot of extensive testing I have found that Marauder Shield (1) + [[Shade's Cane (1)]] + 5 Health Packs to start works the best.  This  was true pre beta 4 patch, and has become even more favorable after the patch.  The trick is your Q cool down falls almost even with 5 auto attacks.  So start out with a Q into a crab set, waiting for the proc then Q again.  Save your W for the solo crab as it's the hardest one to burn down, and your W consumes a lot of mana.  Though if things go properly you will have no problems sustaining yourself, and getting to the 1k mark just before 5 minutes roles around.

    The 1k mark is important as it lets you get [[Two Face's Coin (2)]].  This is the most cost effective power item in the game.  It starts out relatively weak, but quickly builds up.  You want to pick this item up no later then 8 minutes for it to be cost effective though.  Once you have it make sure your relay is capped.  Then it's back to the grind.

    At another 1k I pick up Marauder Shield (3) for the faster clear times in the jungle, and higher sustain.  Eventually you will be clearing faster then you thought was possible, and can set up some impressive team fights.  The other reason why I pump out the Marauder's Shield is for the 4th stage in which you gain the resilience stat at 30% making you nearly impossible to lock down.

    The next important item which until the Beta 4 patch was questionable is Amulet Of Isis (3).  The reason why this has become so effective now is the activation effect.  A 30% movement speed increase as bonus movement speed works so well with The Flash's passive that for 2k is the most cost effective way to take advantage of this.  The Flash has a base movement speed of 410 granting 137 bonus movement speed.  On a side note is I sell my [[Shade's Cane (1)]] to get the slot placement that I want for the activation due to the lack of item slot movement in the game.

    Mid Game:

    I then start focusing on the Atlantean Royal Seal (4).  The reason why I shoot for this item is that it's the only item that grants both Health, and Power Damage at the same time.  The 4th stage of it also allows you do a stacking slow with your E essentially locking down anyone that you run through.

    There has been questions as to get either Psi-Scimitar (3) or Blue Scarab (3).  The Psi-Scimitar grants amazing burst at this point of the stage grants you a scary reason for people to focus you.  I ran the Blue Scarab for a while, and eventually came to the conclusion that while it works well for the extended fight allowing you to trade effectively in a duel.  Though you are lacking in power damage, and all around effectiveness to really make the Blue Scarab work with this build.  Too much sacrifice, and not enough reward.

    The final major item of the build is to get The Book Of Eternity (2) as you have enough health to not have to worry about power steal, and you have enough armor from your E to stay alive long enough to get out.  The most effective thing to get is Power Penetration.

    The last step to have a "complete" build is to upgrade to Marauder Shield (4) granting you 30% Resilence, 2933 Health (Pre Patch you had 3022), and 310 Power Damage.  Though if you've been fed we aren't done yet.  This is all for under 14k which you should be able to acquire every game you do all right in.

    Late Game:

    If you can build up enough credits you trade out your [[Two Face's Coin (2)]] for a The Starheart (4).  This will upgrade your Power Damage by such a rediculous perportion that you will feel like the late game carry that you are suppose to be.

    If for some odd reason the game goes on even further then this there is one final upgrade worth noting.  You trade out your Marauder Shield (4) for a Ruby Of Life (4).  This will bring you up to 3383 Health, but will lower your Resilence to 15% over the 30% your Shield will give you.

    Well that covers a lot.  I hope you have enjoyed my guide, and I wish you the best in your games.
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