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Components


…Long-range energy weapon that burns enemies with a high-powered laser beam. A good choice for anyone who prefers to keep enemies at a distance… – in-game description



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Purchase Information
In-Game Cost 10,000 Components or 5,000 Gold
Real Value Icn info for user popup.png $40
Exp Level Icn info for user popup.png 13
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png III
Flux.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 238 per charge Manual Manual


WeaponRange.png Range 1,100 meters Automatic Automatic


WeaponReload.png Reload 11 seconds Icn info for user popup.png Reload While Firing RWF


Capacity Clip: 30 charges
Burst: 42 charges


Unload Clip: 3.57 seconds
Burst: 5 seconds


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
80 230


Introduction

The Flux is a long-range (up to 1,100 meters) heavy energy weapon.

Strategy

This long-range laser weapon is essentially a heavy version of the light Gekko, with both weapons having the same firing mechanism and range. The Flux can deal sustained appreciable damage and it can penetrate energy shielding.

Players are advised to prioritize their targets, as for all robots. Due to it being an energy weapon, it can bypass energy shields, so robots such as the Haechi are particularly vulnerable, as they have lower health to compensate for their in-built Anciles. This means that the already substantial damage dealt by the Flux is amplified when targeting robots with energy shields and Anciles.

Long range builds should also target enemy robots that are within 500 meters range, as charging robots such as the Rhino are faster and have more firepower than snipers, while also having a physical shield while in Assault Mode. Pilots should always try to stay behind cover and near their teammates.

Due to the Flux, along with its light counterpart the Gekko, dealing damage over a period of time, it can also act as an effective provider of cover, support and suppressive fire. Sustained fire on most unshielded robots will rapidly wear down their health and undermine their combat effectiveness when they reach their destination. Light beacon cappers in particular are extremely vulnerable to this weapon, as they have considerably low health, despite their speed.

However, it has disadvantages like Gekko. While having good DPM (damage per minute), it does not have the burst damage like other snipers. This means it must keep firing in order to keep on top of the Trebuchet, and also is very weak against physical shields.

The Flux and other mid-long range weapons are most effective when used on large and open maps with little cover, such as Canyon, Springfield and Yamantau. This allows them to maximize damage to the target as they are much more exposed and have to move longer distances to reach cover. However, long range pilots should always use cover wisely after depleting their ammunition or while reloading as they are vulnerable to enemy fire due to their large size.

It can be mounted on favored sniper robots such as the Fury, or the Natasha paired with Gekkos. However, like the Gekko, it does not deal enough burst damage for close range combat. At close range, both the Flux and the Gekko are also somewhat hard to aim.

Pros and Cons

Pros

  • Energy attribute allows it to penetrate energy shields
  • 1,100-meter range allows it to engage in gunfights without fear of retaliation
  • Charge-based reload-while-firing clip allows it to reload at any given time
  • Extremely high damage
  • Great at sustained combat

Cons

  • Ineffective at close range against specialized brawling weapons
  • Ineffective against physical shields
  • Takes a while to reload to full charge

Upgrade Cost

Tier 3 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 01:30
3 200,000 02:30
4 400,000 06:00
5 2,000,000 12:00
6 3,000,000 20:00
7 4,000,000 36:00
8 8,000,000 60:00
9 13,000,000 72:00
10 25,000,000 80:00
11 35,000,000 90:00
12 45,000,000 96:00
Totals Cost Time [DD:HH:MM]
135,700,000 18:20:00
Tier 3 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 1,000,000 12:00
3 2,000,000 24:00
4 4,000,000 36:00
5 16,000,000 48:00
6 16,000,000 48:00
7 16,000,000 48:00
8 16,000,000 48:00
9 16,000,000 48:00
10 16,000,000 48:00
11 16,000,000 48:00
12 16,000,000 48:00
Totals Cost Time [DD:HH:MM]
135,000,000 18:00:00
  • MK2 Upgrade cost 500 Gold

Weapons data

Flux
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopYes.png Energy Energy


Manual Manual


Automatic Automatic


Reload While Firing RWF




Particles Ammo Rate of Fire Unload Reload Shot Interval Tier Version Slot Type Trajectory
1 30 N/A 3.57 11 0.1 3 4.8 Heavy Energy Straight
MK 1 MK 2
Damage per shot Damage per magazine DPS Damage per particle Damage per shot Damage per magazine DPS Damage per particle
- - 2380 2380 1 - - 6700 6700
- - 2620 2620 2 - - 6822 6822
- - 2880 2880 3 - - 6944 6944
- - 3160 3160 4 - - 7066 7066
- - 3470 3470 5 - - 7188 7188
- - 3810 3810 6 - - 7310 7310
- - 4190 4190 7 - - 7432 7432
- - 4600 4600 8 - - 7554 7554
- - 5050 5050 9 - - 7676 7676
- - 5550 5550 10 - - 7798 7798
- - 6100 6100 11 - - 7920 7920
- - 6700 6700 12 - - 8042 8042


Update History

Version Changes
4.8.0 Total Upgrade Time: 24 days 22 hours 45 minutes⟶19 days 20 hours
4.7.0 Total Upgrade Time: 29 days 15 hours 30 minutes⟶24 days 22 hours 45 minutes
4.5.0 Total Upgrade Time: 45 days 17 hours⟶29 days 15 hours 30 minutes
Now available for 5,000 gold (can still be produced via Workshop 2.0)
3.8.0 Weapon was added to the game

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Trivia

  • Unlike its little brother (light version) the Gekko, this weapon does not change color as it upgrades.
  • The graphics for Flux include shaking the entire screen.
  • This is the longest weapon in the game.

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