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Table Of Contents

Introduction 1

Talents and Gear Buffs 1-4

Gear Chance Effects, ear Leveling and How to Build Gear 5-7

Damage Dealers and Support


DD. PBM 9
DD. JLC 9-10
DD. JLF 10-11
DD. MWW 11-12
DD. ESF 12-14

S. JLC 15
S JLF 15
S. SSF 15
S. JLA 15
S MVF 16
S. Silver DF 16
S. PG 16
S. Silver Bane 16
S. AAAM 17
S. Silver AM 17
S. BMR 18
S JSGL 18
S. HSC 18
S. TF 19
S. Silver WW/HQ 19
S. MVBL 19
S. ASM/SM/CSM 19-20

Bosses
Boss Gorilla Grodd 21
Boss Dr Fate 21-23
Boss Horrific Scarecrow 23
Boss Capitan Cold 23-24
Phase I 24
Phase II 24-25
Phase III 25-27
Phase IV 27-28

Frequently Asked Questions 29

V2.4 and 2.41 Patch notes 33


Introduction
The secret to scoring high in raid is to figure out who your best heroes are and using them
properly. Team arrangements and build types are more important than your TTV or
gear levels. For this reason, it is common to see a vast difference between the damage
output of two players with the same TTV and skills. Likewise, a player with a 3m TTV
can be able to out-perform a player with a 5m TTV.

For any battle, you optimally want to select the best Damage Dealerfor that battleand pair
him/her with the right type of support. For example, if you are playing Phase 2,
Bane/Silver Batman would be a poor choice for support sinceBrainiac'sresistance to
critical hits mitigatesBane's/Batman's passive. At the same time, Bane/Batmanare an
excellent choice against any other phase.

Creating a powerful damage dealer requires (i) Star Rating, (ii) Gear Level, (iii) Chance
Effects, (iv) leveling up specials and (v) talents.

This guide is written with T4 and T5 players in mind and will reference passives, gear
levels, chance effects and SP levels are typically found on more developed rosters and
characters. If your character or support is not yet 5 stars, you can still use them but you
may need to make modifications to the strategy.

No matter what level of play you are on, following this guide will provide you with
direction of where/how you should develop your roster and not waste resources on things
that will not benefit you in Raids. Arena is different and a slightly different strategy.

As you read this guide, please remember that Raids are not Arena. When you play Arena,
your goal is to beat the opposing team as soon as possible. When you play a Raid, your
goal is to stay in the match for the full 3 minutes and apply as much damage as possible

Talent and Gear Buffs


Before we can discuss teams and strategy, you first need to understand talents and gear.
Properly building your Roster is of utmost importance. If you want a high TTV, buff your
heroes with Defense and Healtheffects (and then wonder why you aren't effective in
raids). If you want to have a high damage output, it gets complex.

Below is an explanation of (almost) each buff effect.

Attack - This buff increases your attack. A melee attack (basic, tag, rush, jump, ranged
and crouch) deals a percentage of your total attack stat (chart below). Also, the damage
that a special deals increases with your attack.

Tap 1: 10% of attack


Tap 2: 15% of attack
Tap 3: 20% of attack
Rush: 25%

1
Jump: 35%
Range: 30%
Crouch: 10% (unblockable)

Health - This buff increases your health. Each incremental increase to this buff provides
alinear increase in your ability to absorb hits.

Defense - This buff reduces the damage that a hit with deal by the amount of defense you
have. Each incremental increase to this buff provides an exponential increase in your
ability to absorb hits.

Health x Defense - Whilenot a buff, the interaction between Linear Health and
Exponential Defense requires an explanation.

In the image to the right, the


green line
representEXPONENTIAL
growth while the purple line
represents LINEAR growth.

As you increase both health


and defense, the green line
will shift to the right along the
trajectory of the purple line

If your opponent's attack stat is 5,000 and he does a ranged attack, it will deal 1,500
damage.

If you have 15,000 health, you can absorb 10 hits. If you increase health by 25%, you
will be able to take 25% more hits (13 hits). If you increase it by 50%, you will be able to
take 15. If you increase it by 100%, you will be able to take 20 hits, etc... This is the
Linear nature of Health.

Using the prior example, if you have 25% defense, incoming damage is reduced by 25%
and you can now absorb 13 hits [15,000 / ((1,500 x (1.0 - 25%)) ]

If you have 50% defense, incoming damage is reduced by 50% and you can now absorb
20 hits. [15,000 / ((1,500 x (1.0 - 50%)) ]

If you have 75% defense, incoming damage is reduced by 75% and you can now absorb
40 hits [15,000 / ((1,500 x (1.0 - 75%)) ].

If you notice, a 25% increase in defense between 0% and 25% resulted in you being able
to absorb 30% more hits. That same 25% increase in defense between 50% and 75%

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meant that you could absorb 100% more hits (double the amount) than in the previous
level. That is because defense growsexponentially.

Had defense not been limited to 75%, you would be beatable at 100% defense. For this
reason, defense is a priority over health. However, you need health to survive against
Armor Piercing and DoT attacks (that the ignore defense).

Fast Attack(FA)- Fast attack allows you to deal two hits (and add 2 hit to the combo
meter) when you do a melee attack. Each hit on the combo meter increases your next
special's damage by 5% (200% limit).

Critical Attack Chance(CAC)- This creates a chance that a hit will deal critical damage.
Critical Attack Chance is applied per hit. This applies to specials as well. CAC is maxed
at 75%.

Critical Attack Damage (CAD) - Your critical attacks deal this much damage. The stat
starts at 150% and is limited to 300%. If you have 75% CAC and 300% CAD, you can
expect that any hit will deal 250% of its advertised amount.

For example, if you have 5,000 attack and deal 4 jump attacks, statistically, one will deal
regular damage (1,500 = 5,000 x 30%) while three will deal 3x times that amount (4,500)
per hit. After 4 jump attacks, you will have dealt 15,000 damage or 3,750 damage per hit.

Lethal Hits - For all intents and purposes, lethal is absolutely useless. If you get an epic
lethal chance or a high chance effect, ignore and reroll. A lethal hit adds 10% to your
attack. Also, when blocked, a lethal hit deals damage as if it was not blocked. This talent
is not worth having as CAD/CAC and FA are more important. Furthermore, this talent
only stacks with other damage buffs, it does not compound them.

Resistance Buffs - These are not worth discussing. If you get an epic Talent, keep it.
Otherwise reroll.

Attack and Health Talents - The 1%, 2% and 4% (common, uncommon and epic)talents
are relatively weak compared to chance effects on gear. It is typically best to keep
defense and critical talents and look to your gear for Attack and Health buffs.

Supers- While not a purchasable buff, by doing a super you obtain a boost to your
damage stat. The boost is 20% for 4 star heroes, 25% for 5 star heroesand 35% for 6 star
heroes. The boost goes into effect as soon as you press the button - so your super is
effected by the boost.

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Class Advantages - Certain classes have class advantages over the other. An advantaged
class deals 20% more damage and takes 10% less incoming damage when fighting a
disadvantaged class. The below chart shows the class order.Arcane characters are
unaffected by class.

Compounding vs. Stacking1- While not a buff, the interaction between various buffs is
important to understand. Imagine your 6 star MWW has 1,000 attack and is paired with a
6 star JLC (for a 300% melee attack boost), is class advantaged and did her super. How
much damage will her next tap attack (10%) do? How much would that attack do if it
went critical at 300%?

In past versions of the game, various buffs would compound (multiplied against each
other). The math would be:

(1,000) x (10%) x (1.0 + 300%) x (1+20%) x (1+35%) = 648 damage.


If the attack went critical at 300%, it would deal 1,944 damage

In the current versions of the game, some buffs stack while others compound. Now the
math is:

[(1,000) x (10%) x (1 + 300% +20%)]x (1+ 35%2) = 567 damage.


If the attack went critical at 300%, it would deal 1,701 damage

1
Without warning, NRS keeps modifying the interactions between buffs. This may be obsolete by the time
you are reading this. Please perform your own testing.

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Gear Chance Effects,Gear Leveling and How to Build Gear
Chance Effects

Each gear has a base effect and 3 chance effect slots. Chance effects unlock at lvl 5, 20
and 40. This makes level 40 gear (40g) significantly more valuable than lvl 20 gear (20g).

There are 9 chance effects and high and low rolls for each chance. As you increase the
level of any gear, the level of base and chance effects will increase. Since high chance
effects grow twice as fast as low chance effect, high chance effects are significantly more
valuable at higher levels. The below chart shows each chance effect and how it increases
as gear is leveled up.

Buff Low/High Start lv 5 Increases Stat at 40g

Attack Low 20 3 125


High 30 4 170
CAC Low 2.5% 0.1% 6%
High 4.0% 0.2% 11%
CAD Low 4.5% 0.3% 15.0%
High 7.5% 0.5% 25%
CAResistance Low 2.5% 0.1% 6%
High 4.0% 0.2% 11%
Defense Low 2.5% 0.1% 6%
High 4.0% 0.2% 11%
FAC Low 2.5% 0.1% 6%
High 4.0% 0.2% 11%
Health Low 250 30 1,300
High 300 40 1,700
LAC Low 2.5% 0.1% 6.0%
High 4.0% 0.2% 11.0%
Stun Resistance Low 2.5% 0.1% 6.0%
High 4.0% 0.2% 11.0%

Leveling Gear

The easiest and best way to get gear is to win it in a raid. It comes at a high level so there
is no need to spend tens of thousands on gear material. However, it can take months or
even a full year to get all the gear for a certain character. For this reason, manually
upgrading gear on your primary damage dealer is the best way to go. For secondary
damage dealers, support cards and dust collectors, you should exclusively rely on rewards
from Raids.

Upgrading a single piece of gear from lvl 1 to lvl 20 cost 7,000 gear material. Upgrading
from lvl 20 to lvl 40 cost 43,000 gear material.Upgrading from lvl 40 to lvl 60 cost

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119,000 gear material. You can have a very effective team that is T6 ready by having lvl
40 gear on your damage dealer. Because of the high cost of going to lvl 60, it is best to
first have three damage dealers at 40g (3 damage dealers at 40g are more valuable than 1
character at 60g or 20 characters at 20g).

To upgrade gear, you need to farm gear.

The simplest and most effective way to farm gear material is to play Heroic Campaign
Levels 7 and 8. It will cost432 energy per day but provide you with 4,000 to 6,000 gear
material. You obtain 60 energy for logging in daily and 30 energy for playing 3 arena
matches. You also generate 144 energy every 24 hrs. At a minimum, you will need to buy
one or two energy refreshes at a cost of 50 gems each.

Additionally, you if you are playing in raids, you will be awarded gear material for each
boss that is defeated. At Tier 5, you average about 5,100 gear material per day from raids.
You also obtain gear that can be shattered for gear material. While you are free to shatter
duplicate gears, it is advisable to keep one or two duplicate high level gears.

Between Heroic Campaign and Raids, you should have enough gear material to 40g a full
set every 4 weeks. Your main bottleneck will be reforge tokens which are needed to
rework your chance effects.

(You will probably need to be a third energy refresh is you choose to farm challenges and
resource missions).

How to Build Gear/a Set of Gear

There is an art to building gear. It is not just leveling it up and obtaining random chance
effects!

Optimally, you want to wait until you have 250,500 gear material and 400 reforge tokens
before you begin working on a gear set.Reforge tokens will be your bottleneck to building
good gear.

Before you start, try to have as many duplicate lvl 1 gears as possible. Now start with
your first gear and spend 200 gear material to unlock the first tier of chance effect. If you
are unsatisfied with the chance effect, shatter the gear and start with another one.
Effectively, you are using a duplicate gear and 100 gear material instead of a reforge
token (when shattering gear, you obtain a reforge token for about every 1,500 gear
material that you shatter - for this reason it is cheaper to use gear material and spare gear
to obtain your first chance effect).

When you are satisfied with your first chance effect (on the lvl 5 gear), upgrade the gear
up to lvl 40. At this point, do not pay attention to the chance effects.

After you have upgraded everything up to lvl 40, identify which gears already have high
chance effects and what the chance effects are. Then think about how you want to use

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your Hero. For example, JLC is very good as a FA build or as a CAC/CAD build.
Sometimes your luck will determine how you build him.

When your entire set of gear is at lvl40, you need to think about the best way to get as
many identical (or related3)effects on one piece of gear. This is so that, in the future, you
can transform your character into another build by swapping only two gears.

Start reforging by dropping all undesirable buffs (including high chance ones). In order of
uselessness, undesirable buffs will typically be: (i) stun resistance, (ii) critical attack
resistance and (iii) lethal attack chance. Accept any chance effect that is not an
undesirable buff.

After you are done, continue reforging by transforming low Attack, Health, CAC, CAD,
Defense or FAC buffs into high ones. This is where you have to pick which gears to work
on. If your gear has two related high chance effects and a low unrelated effect, start
reforging until you get any related effect or a high chance effect. Then move on to the
next gear.

Continue doing this until you are stratified with your build. If you have undesirable high
chance effects (i.e. you are going for a FA build but have a lot of high CAD buffs)
continue to reforge your undesirable effects (CADs) until you get a desired on (Attack or
FA).

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*Health and defense are related effect. CAD and CAC are also related effects.

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Damage Dealers and Supports

The best Damage Dealers for raids are:

 Predator Batman (PBM)


 Justice League Cyborg (JLC aka JLCB)
 Justice League Flash (JLF)
 Mythic Wonder Woman (MWW)
 Energized Star Fire (ESF) (only against Boss Horrific Scarecrow)

The best Support heroes are:

 Justice League Cyborg (JLC aka JLCB)


 Justice League Flash (JLF)
 Justice League Aquaman (JLA) (for bosses in T5 and anyone in T6)
 Multiverse Flash (MVF)
 Speedforce Flash (SFF aka SFTF)
 Silver DrFate (DF)
 Powergirl (PG)
 Silver Bane (Bane)
 Atlantean Armor Aquaman (AAAM)
 Silver Aquaman (AM)
 Blademaster Robin (BMR)
 John Stewart Green Lantern (JSGL)
 Horrific Scarecrow (HSC)
 Silver The Flash (TF)
 Silver Wonder Woman (WW)
 Silver Harley Quinn (HQ)
 Multiverse Black Lightning (MVBL)
 Armored Superman (ASM) / Silver Superman (SM)
 Classic Superman (CSM)

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Damage Dealers:
Predator Batman
(Best against GG, DF, CC, Phase 1, Phase 3 and Phase 4)

PBM is a very versatile and impressive character. He can't do as much damage as a JL


team but he is #1 or #2 outside of that. His Batwing Airstrike passive is disabled in raids.

His SP1 can disable abilities (does not work on GG or Phase 4) and is it armor piercing.
Massive damage especially in Tier 6 raids.

His SP2 should be ignored because everyone in Raids is immune to his stun.

His SP3 can deal catastrophic damage.

In T5, the AP nature of his SP1 makes it preferable against bosses. As Brainiac has
almost no defense, his AP becomes moot and the SP3 deals about 25% more damage per
energy bar. In T6, SP1 is preferred over SP3 (unless you have a high combo meter).

The best way to build him is 250%-300% crit attack damage, 75% crit attack chance and
the rest in defense, health and attack. He needs less defense and health as his SP1 can
disable opponent specials and allow him to last longer.

By pairing him with DF or PG, you can reduce the cost of his SP1 from 4 bars to 2. SP1
disables an opponent's abilities for 6 seconds while it takes about 7 seconds to charge two
energy bars. With a bit of tagging, it is possible to keep an opponent's specials
permanently disabled.

Justice League Cyborg


(Best against Phase 1, Phase 2, Phase 3 and Phase 4)

Another versatile and impressive character. Cyborg's passive gives him and fellow JL
teammates a 300% boost on melee attacks. He is also resistant to stun attacks (though it is
not worth using him against Capitan Cold) and his gear-set gives him a 10% Fast Attack.
His SP2 provides power drain. Because bosses are immune to powerdrain, JLC makes a
better damage dealer against Brainiac.

Do not use his SP1. It leaves you close to the enemy and ready to take a hit.

His SP2 provides power drain and operates as a seamless combo ender.

His SP3 can deal damage but SP2 will always be a better option.

The way to build JLC depends on how you want to use him. In some situations, he is a
good damage dealer. In others, he should be used as support.

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As a damage dealer, JLC should be reserved for Brainiac. Where you use him will
determine how to build him.

Phase 1

See Phase 2 and 4

Phase 2

In Phase 2, Brainiac is immune to critical/lethal. You optimally want to use FA built


heroes. JLC's gearset is +10% FAC so that puts him ahead of the pack. You can build
JLC into a FA machine by getting his FAC to 45% and then supplementing it with SFF.
Once your JLC's FAC is above SFF's passive (30%), you can also substitute JLF for SFF.
Additionally, JLC's SP2 cost 4 bars and drains 5. To make maximum use of his SP2 you
want to use HSC to increase the cost of your opponent's SPs.That way you can power-
drain Brainiacbefore he ever has a chance to use an SP. If you play it right, Phase 2
should be just as easy as Phase 4 since Brainiac will almost never have an opportunity to
use his specials or super. Also, by locking Braiaic out of his specials/super, you can
afford to carry less defense and health on JLC. Your Phase 2 damage output will always
be lower than any other phase because of the immunity to criticals.

Phase 3

For phase 3, you want to build JLC with CAC/CAD and then follow a similar strategy as
above. Pair JLC with HSC and JSGL. You can stay in the left corner, combo when
Brainiac comes to you and then power drain him. Evade and repeat.

Phase 4

Same as Phase 3 but you do not need JSGL or HSC. Instead add JLA (only if doing tier
6)/DF/PG/SFF/Silver Bane/ JLF/ Silver Flash/MVF.Get Brainiac in the right corner and
don't let up. Tag repeatedly to generate energy. Be mindful of class changes not to do an
SP2 when there is less than 20% left on the time.

Justice League Flash


(Best against GG, DF, CC, Phase 1)

JLF is a meta-human. This gives him a class advantage over Tech opponents (CC, Phase
1). Like all Flashes, he can do an infinite corner combo (ICC). His "hidden" passive is
that he does 3 hits per FA (instead of 2). His passive FURTHER adds another + 1 hit to
FA. In total, his FA does 4 hits per attack.

Ignore all his abilities. SP1 andSP2 are all rubbish. If you have a lot of extra coins, level
up SP3(but it is not needed).

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Optimally, you want to build him with 75% FAC, 300% CAD, 75% CAD. The rest on
Attack. When you are using him, he will be unhittable (for reasons explained later) so
defense and health are not important.

Pairing him with JLC and JLA makes his melee attacks 3x more powerful and JLA
provides AP. If you cannot pair with JLC/JLA other options are Multiverse Flash, Bane,
Batman, Speedforce Flash, Silver Wonder Woman, Silver Harley Quinn.

When fighting an opponent, use a support character to push the opponent into the right
corner. Once there, tag JLF and start an ICC. Once you are at full energy and have your
combo meter past 40, use the super and tag a support character in immediately
afterwards. Use the support character to eat the super that comes back your way and then
move the opponent back into the right corner. ICC until the end of the match. No
specials. No stopping. By the end, you should have over a 1,000 hit combo. 3 seconds
before the end of the match, SP3 for a 100k+ damage boost.

Mythic Wonder Woman


(Best against GG, CC, Phase 1, Phase 2, Phase 3, Phase 4)

MWW is the O.G. of INJ2. Ever since her release, she was a fan favorite because of her
AP SP1 and super blocking SP2. As a might hero, she does not have any class advantages
against bosses or Brainiac (except for Phase 2). Also, her God Killer Sword passive is
useless in raids since there are no opponents to knock out. Despite this, she is a JL
character and can adapt to play against any opponent. Like all characters, MWW has a
modified ICC.

Her SP1 is armor piercing. It deals massive damage, especially in Tier 6 raids.

Her SP2 stops incoming damage and reflects damage. This is huge against Brainiac's
powerful SP2 and catastrophic SP3.

Her SP3 can deal a good amount of damage but, like PBM's PS3, it is better suited for
Tier 5 Brainiac. SP1 is better against T5 Bosses and all of T6.

MWW's gear set bonus is +20% CAD. In order to utilize this, you want to build her with
maximum CAC and additional CAD. Then add defense (50% is fine because you can use
bracelet block) and then attack buffs.

If you have a weak(er) JLC and won't use him as a lead damage dealer, pair her with JLC
and JLA. JLC makes her melee attacks 3x more powerful and JLA provides AP on
melee. You can substitute DrFate/Powergirl for JLA or JLC. That will lower the cost of
her SP1 to 1 bar and you can block, short combo, SP1, evade and repeat for 30k+
damage. If you are targeted by a special, SP2 to reflect it back and to start an opening
combo.

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Other pairing options are Multiverse Flash, Bane, Batman, Speedforce Flash, Silver
Wonder Woman, Silver Harley Quinn.

As of the day of this writing (July 5, 2018), MWW has an infinite corner combo. It is
difficult to master but doable with practice. If you put an opponent in the corner (which is
very easy to do with bracelet block and chop slide), you can do a 3x tap followed by a
crouch attack. As both of you are getting up, you will be up sooner and if you time your
attack correctly, your opponent will not be able to block your next 3x tap-crouch attack.
If you mis-time it, you may get hit or you may break the block with your next crouch
attack. If you begin to take a counter attack, you can use the bracelet block to regain your
footing. There is rumor that NRS will be getting rid of this type of infinite combo.

If you have DF/PG, are fighting Brainiac and are down to almost no life, you can attempt
to use the infinite chop slide (ICS). To do so, hit Brainiac with an SP1. It should send him
flying back while you evade as much as possible. Now block. Brainiac's lunge attack and
jump attack covers a lot of distance. As soon as you see him start moving, wait 1/10th of
a second and SP1 (after you do it once, you can just watch your SP buttons and hit it as
soon as they are off cooldown - without regard for where Brainiac is). The SP1 hits him
even if he is in the air. Once he is hit and knocked back, evade and block. Repeat until
you mess up and get knocked out (the SP1 chop slide puts you right under the opponent's
feet.If he blocks it, it leads to an immediate counter attack which cannot be shield
blocked - since your SP is on cooldown). The biggest obstacle to ICS are class changes.
These stop you in your tracks so be mindful of them on P3 and P4. Don't worry about
being hit by a super - since by that point it doesn't matter what you do.

Energized Starfire
(Best against Boss Horrific Scarecrow, otherwise useless)

ESF is an agility class character so she has a class advantage over metahumans (Boss
HSC). Additionally, she gains a +20% health and +20 Attack boost against Boss HSC
and regenerates 18% of her health every minute. On top of that, her passive allows her to
heal upon an opponent's use of a super/special.

Ignore SP1 and SP2. They are not worth using.

SP3 is composed of 75% ordinary damage and 25% DOT.

You want to build ESF with approximately 15,000 health and 50% defense. Then you
want to max out her CAD/CAD and FA (after taking into account support cards).

Depending on how her gear is setup, ESF is best paired with Silver Bane and a FA
boosting speedster (SSF if her base FA is under 30% and JLF if her FA is over 30%).
Silver Wonder Woman, Silver Harley Quinn, Silver Black Canary and Multiverse Flash,
Batman, Silver Flash, ASM are other option. When fighting HSC, LLJ provides a boost
to energy generation. I have found the boost useless as throughout the match you will be

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generating energy faster than you can get your combo meter up to use it. The overlap of
energy generation and combo meter makes it more beneficial to use another support.

Boss HSC has Splash Damage and Random Tag. When fighting against him, you want to
maximize ESF's time on the board. To do so, remove ALL gear from your support cards
and put them in the first and second slots. The support character with the higher health
should go into the first slot. The support with lower health should go second and ESF in
the last slot. Never put ESF first.

B-HSC is very predictable and fighting him is easy if you follow the below guidelines.

When the match starts, let B-HSC knock out the first support. Hopefully, by this time the
splash damage has reduced the second support's health by a lot and he/she tags in second.
A few hits later, the second support is gone,your ESF is down to 50%-70% life and is the
last one standing. Now the fight begins.

Start by blocking. On this level, heroes block more damage than normal. When B-HSC
rushes at you, start by returning a combo of 3x tap, rush, 3x tap, crouch, block. The
crouch attack will send him back and he will either rush or jump on the next attack.

While you are doing your crouch attack, note how much energy B-HSC has. If he has 2
bars or less, you can counter him right after he does his rush or jump attack. If he has
more than 2 bars and does a jump attack, there is a high likelihood that he will do a
special as soon as he lands. When his jump attack connects, there will be a fraction of a
second where ESF is being knocked back while B-HSC is still in the air (see picture
below). At this time, look above HSC's head for three red lightning bolt symbols. If they
appear, keep blocking (as they indicate that HSC is about to use an SP). If he firmly lands
on his feet and the red bolts didn't appear, you can return another 3x tap, rush, 3x tap,
crouch, block combo.

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Once you get to a 40 hit combo or your energy bar is at 100%, use your super or SP3. On
a 6 star, 40g with super active, SP3 should easily deal over 100,000 damage.

Be mindful that B-HSC's gas attack disables your SPs. For this reason, if you are close to
7 energy bars, use your SP as soon as possible. You do not want to sit there with a full
energy bar and unable to use it.

To keep your combo meter high, you must keep B-HSC away from the right corner. If
you get B-HSC into the corner, instead of jumping or rushing at you, he will do an
unblockable crouch attack and break your combo. As soon as you see that you are two-
thirds of the way between the middle of the board and right corner, evade 2 times and
block right after your last crouch attack.

When you are used to B-HSC's attack pattern, on his jump or rush attacks, you can evade
and block. Doing so will allow you to regenerate 15-20% of your health and not get hit
by his SP. However, missing a gas attack can be lethal.

When B-HSC uses his gas attack, the attack's animation is an evade followed by the gas
launch. If both of you evade at the same time, you will not get hit by the long range of the
gas launch. However, if you or HSC are too close to the corner, the evade distance will be
limited and you will get hit by the gas attack. It is a very painful hit and locks out your
super.

Also, do not ever use a ranged attack against B-HSC. When B-HSC rushes at you, the
attack will not stop him and he will hit you with a combo followed by a SP.

For a detailed video on how to fight B-HSC with ESF, please see the link below.

https://www.youtube.com/watch?v=HU5bz2VqA_Q&t=6s

During the first 57 seconds of the video, please pay attention to the stats and order of
each character (notice that Bane and SFF are going in without gear).

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Support Characters:
Justice League Cyborg
Passive: 300% boost to JL team member's melee attacks
Immune to stun and gains 3 energy bars when targeted by stun

If you have a weak JLC or are playing in a raid where you can't use him as a main
damage dealer, you can use him to boost the melee damage of another JL member such
as JLF, JLA, MWW or BvS Superman

Justice League Flash


Passive: +1 team's Fast Attack Hits
First JL team members' SP1, SP2, SP3 are unblockable

If you have a weak JLF or are playing in a raid where you can't use him as a main
damage dealer, you can use him to boost the amount of fast attack hits made by team
members. The more hits you deal, the faster you build your combo meter and get a +5%
boost per hit (+200% max) when you use a special.

Sometimes Silver F/SFF's passive will be better than JLF's, other times JLF's passive will
be better. When your damage dealer's Fast Attack Chance is greater than your Speed
Force Flash's or your Silver Flash's passive (Fast Attack Chance boost), use JLF. When it
is lower, use Silver Flash or Speedforce Flash.

Speedforce Flash
Passive: +30% team's Fast Attack Chance
Unhittable while evading

One of the best support characters in the game; SSF increases your team's FAC by 30%.
You only need to have 45% FAC on your damage dealer to max out his FAC through
SFF's passive. You should use JL Flash when your damage dealer's FAC is less than the
FAC provided by SFF's passive (30% on 5 star SFF). Otherwise use SFF.

SFF is also a very good damage dealer as his "unhittable while evading" passive allows
him to tag into specials and avoid damage. He is a lot of fun to play with but takes a lot of
practice to master. For this reason, I have not included him in the Damage Dealers
section.

Justice League Aquaman


Passive: Armor Pierce for JL team members' melee attacks
Revive a fallen teammate with 30% health upon Supermove

If you are playing T1, T2, T3 or T4, JLAM's Armor Pierce passive is pointless as no one
has defense. If you are playing T5, Bosses have approximately 25% defense and Brainiac
has 15%. It is best to pair JLAM with Justice League team mates and use them against a
boss.

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Multiverse Flash

Passive: 25% to MV team members' critical Attack Chance


45% to team members' critical Attack damage

If you have a character with high CAC but less than 300% CAD, you can add MVF to
boost CAD.

If you pair him with MV team mates, they can have less CAC as well. In addition, you
can build MVF with less defense if you pair with MVSG. MVF is a good damage dealer
is as well and has an ICC.

Silver DrFate
Passive: -10% opponent Defense
Reduce energy cost by 2 bars for SPs

DF's -10% defense passive is often overlooked. If you are playing T5, you can maximize
his passive by using him when fighting a boss. Braniac has less defense than bosses and
because of the compounding nature of defense, you get the most out of his passive when
fighting a boss.

By using the reduce energy cost by 2 bars for SPs, you can lower the cost of SP1s to 1 or
2 bars and can spam PBM's SP2, MWW's SP1, etc.

Powergirl
Passive: Reduce energy cost by 2 bars for SPs
+1% damage boost every 10 seconds (max of 36%)

She is a watered down version of DF. She reduces energy cost the same way that he does
but she does not reduce defense. If you use both, use PG vsBrainiac and DF vs Bosses.

Silver Bane
Passive: +30% melee damage
+30 Critical Attack Chance

One of the best silver support characters in the game. By having Bane around, you can
keep your damage dealer's CAC at 45% and use bane to boost it to the max 75%.

You can further add MVF to boost CAD by 45%.

If you pair MVF, Bane and another MV teammate, none of the MV teammates need to
have more than 20% CAC.

Bane's +30% melee damage is also not to be overlooked. If you are using someone with a
high damage stat, he is the perfect support hero.

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Atlantian Armor Aquaman


Passive: Apply x,xxx heal for 7 seconds on end of SP1, SP2 or SP3.
SP2

AAAM is one of the most challenging characters for NRS. They could never get him to
work right and they mess with him with EVERY update since the day they released him.
He was once the most valuable damage dealer for Phase 2.

His healing passive is equal to 150% of his attack stat. As you increase his attack, he will
heal more. Also, his healing can critical and you receive a boost when that happens.
When you build him, go with attack and CAC.

His SP2 creates a field that power drains your opponent and applies DOT. If you pair
AAAM with DF/PG, it is best to put your opponent in the corner and activate SP2. After
activating SP2, do a short combo and while the opponent is still on the PD field, activate
your SP1. It will apply another round of heal AND keep your opponent on the PD field
longer.

AAAM is a good damage dealer as well - especially on Phase 3 and when paired with
JSGL and AKBM.

Silver Aquaman
Passive: +30% team member's stun resistance per Might team member
+20% team member's defense per Metahuman team member
SP2

Silver AM is often overlooked.

Since he is a might character, having him on your team gives you 30% stun resistance.

If you pair him with a metahuman you gain an addition 20% defense per metahuman.

A good way to use him is to pair him with EPI and any other metahuman or might
character and use the team against CC. By pairing with two metahumans, you can reduce
your metahuman damage dealer's defense to 35% and use the gear's chance slots for
CAC/CAD/Attack.

You can pair Bane, MVF/EPI and Silver AM for a very strong team against CC.

Silver AM's SP2 creates a field that power drains your opponent and applies DOT. If you
pair AAAM with DF/PG, it is best to put your opponent in the corner and activate SP2.
After activating SP2, do a short combo and while the opponent is still on the PD field,
activate your SP1. It will apply another round of heal AND keep your opponent on the PD
field longer. Bosses are immune to power drain. Brainiac is not.

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Blademaster Robin
Passive: Robin's combo meter never goes below 7 hits

Robin has an Infinite Corner Combo (ICC). The best way to use him is to put your
opponent in the corner and ICC him while you get the combo meter to 40 and you have
7/10 energy bars. Then end your last ICC hit with a forward swipe (instead of a crouch-
evade) and tag in your main damage dealer for an immediate SP3 or Super.

When tagging in your main damage dealer for an SP3 or Super, be mindful of your
opponent's energy bar. If they have more than 7 energy bars and have not used a super in
the match, your main damage dealer will mostly likely be hit with a super before he can
tag back out.

If your damage dealer has a strong SP3, you can cycle the damage dealer and BMR. Use
BMR to build the combo and the damage dealer to unleash the SP3 and return the
opponent back to the corner

BMR can also be built as a damage dealer and do about 250k+ on HSC/DF/Phase
1/Phase 2 with the corner combo.

John Stewart Green Lantern


Passive: +100% team's hazard and DOT damage boost
-50% incoming Hazard and DOT damage for team
+15% Green Lantern Teammates' attack
Team is immune to hazard secondary effects

JSGL was released alongside with Leagues. His passive (team is immune to hazard
secondary effects) is specifically made for Phase 3. By putting JSGL on your team, you
can stand on the power drain hazards without effect. DOT hazards still deal significant
damage - but it is reduced by 50%.

When JSGL is on your team, you can play Phase 3 by staying in the left corner and not
leaving.

Do not pair JSGL with MVBL on Phase 3 as JSGL's passive will deactivate MVBL's
passive.

Horrific Scarecrow
Passive: Adjust opponent's power cost by 2
-10% opponent team's attack

A phenomenal support character, HSC lets you stay alive longer by stopping your
opponent from using his SPs as often and by reducing the damage of any hit by 10%

If you pair HSC with a power drainer, you can power drain Brainiac before he can use his
SP. Without his SPs, Brainiac is very weak.

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Silver The Flash


Passive: +20% team's Fast Attack Chance

TF increases your team's FAC by 20%. You only need to have 55% FAC on your damage
dealer to max out his FAC through TF's passive. You should use JL Flash when your
damage dealer's FAC is more than the FAC provided by your most powerful Flash'sFAC
passive (20% on 5 starTF).

Silver Wonder Woman/Harley Quinn


Passive: +10% team's attack

MVBlack Lightning
Passive: Team members heal 5% per power drained
Power cost of opponent abilities increased by +1 per use when used agains MV
team members

MVBL's first passive allows you to heal 5% per every energy bar that is drained. When
fighting against Phase 3 and standing in the left corner, you heal 1.4% of your health per
second. If you pair JSGL and MVBL, JSGL's passive will stop power drain and render
this passive moot. For this reason, do not pair the two.

In raids, MVBL's second passive is as powerful as his first. When MVBL is targeted by a
special, he increases the cost of that special by 1 bar (to a max cost of 7). In raids, it is
very easy to predict when an opponent will do a special. You can build your MVBL with
all health and defense buffs and then use him to tag in right before a special (when an
opponent is 1 energy bar short of a special, tag-in and block). Eat the special and then tag
out and let your main damage dealer do his job. This method is very effective against
boss DrFate as it only takes three times before the cost of Boss Dr. Fate's SPs doubles.

Armored Superman (ASM) / Silver Superman (SM)


Passive: Ignore damage from opponent's first SP
+20% team defense

Passive: 40% chance to ignore damage


+10% team defense

If you are looking to boost your damage dealer's defense, ASM is a good way to go. On
Phase 2, SM is a better option as he will also provide a 15% defense boost specific to that
level. When using either of the two, please remember that ASM/SM are also affected by
their own passives. If you need support characters to be knocked out quickly (HSC/Phase
2), ASM and SM are poor choices.

Classic Superman (CSM)


Passive: Blast from the past decreases defense of current opponent by x%

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Reducing defense is the same thing as giving yourself a damage boost. Do not pair with
JLA as there will be passive overlap. HQ/WW can help you achieve a similar result as
CSM.

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Bosses
Please see the below link for a detailed description of each boss and Phase.

https://drive.google.com/file/d/1vnCRB9syoE7zHX7icqcty10mOTvOoiu_/view

To be effective, you need to be able to control the battle and not let your opponent
counter attack you or to throw you off your rhythm/balance. The below sections and
recommendations are written with that goal in mind.

While not explicitly stated in every section below, you want your main damage dealer to
use his super as soon as possible.

Additionally, before playing in a raid, you must plan out your team line-up. I recommend
doing this before the raid starts. If you attempt to do it in the middle of a raid, you may
end up needing a character that is already exhausted.

Boss Gorilla Grodd

B-GG is one of the easiest bosses to fight. Almost any strategy works. As such, my
recommendation is to use generic teams. In more advanced leagues, stronger players
should let weaker players practice on B-GG. Don't use any primary damage dealers
against him.

Boss Dr Fate

A Cirque du Soleil performer, B-DF will be doing jumps, flips and DoTs that will make
your head spin. His hits crit often and the critical damage will have you seeing stars. Low
energy costs for SP1 and SP2 allow him to spam them without regard for your wellbeing.
Being caught in his SP2's DoT for 2 seconds is enough to knock out even the strongest
players.

However, once you get B-DF under control and limit his movements,B-DF becomes as
calm as a mid-summer's night.

Before you start the match, remember that DF only needs 8 bars to do a super. Don't get
caught off guard thinking he needs 10.

The safest and most effective strategy is to use PBM and DF/PG (plus another support).
Start the match with a support. Block and evade for the first 4 seconds. Then tag PBM
and immediately do his SP1 and then block. Now B-DF is knocked back and his specials
are disabled. Do short combos(swipe, 3x tap, crouch) to move B-DF towards the right
corner and tag in a support card. Let B-DF counter your support as you block and then
counter his counter-attack (If B-DF uses his SP2, tag another character in to get away
from the DoT). Continue to move B-DF into the corner and continue tagging to build
energy. Unlike most other matches, you don't want to have PBM use his super as soon as

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it is ready. 4 Instead, keep spamming to lock out DF's specials. After DF has 8-10 bars,
tag in your support right before the lockout wears out. Let your support eat the super and
be knocked out. After you are done, start moving B-DF back into the corner while
building your combo meter. As soon as your energy bar is at 8, tag in PBM and do a
super. Restart from the top - charge your energy meter while you use support characters
to move B-DF into the corner. After you get B-DF into the corner, switch over to PBM
exclusively and start an infinite lockout combo (ILOC). To do this, swipe, 3x tap, SP1,
evade, block. After you evade and block, B-DF will perform either a rush or jump attack.
Counter his attack with your ILOC as soon as he lands.

If you need additional support (a.k.a. training wheels), you can add MVBL or HSC to
increase B-DF's cost of SPs. If you chose to use MVBL, tag him in as soon as the match
starts. B-DF will use his SP as soon as he has 1 energy bar and MVBL will cause the cost
to increase to 2 bars.

For a detailed video on how to play using PBM, please use the below link.
https://www.youtube.com/watch?v=nOhGcap-hLc (this video doesnt show everything
that is discussed above).

You can also add a flash into the mix. Tag him to build energy, use an ICC to run the
combo meter and as soon as the tag cooldown is over, put PBM in and SP1 (you can also
SP3 if you get a high combo meter).

You can also use an MV team against B-DF. For the MV team, you want to have MVF
and MVBL. You can use any other character, including non-MV characters, for the third
slot. MVF should be your damage dealer or combo builder. Begin the match with your
main damage dealer. Immediately tag in your non-damage dealer MV character to block
the first special that comes your way. Cost increases by 1. Move B-DF to the right
corner. Time your tags. Tagging is a good way of jumping in front of his SP2s without
taking DoT. Every time B-DF does an SP, the cost goes up. Once B-DF is in the corner,
put in your MVF and combo build to 40. Then, if MVF is not your damage dealer, tag
your damage dealer and exchange supers with DF. Move B-DF into the corner again and
repeat the process of MVF building a combo and then doing an SP3 with your damage
dealer. This strategy works best when MVF is also your damage dealer. Repeat and
Repeat.

With a weak MV Team, and very little practice, you should be able to do ok. Here is a
video demonstrating the strategy with very poor game-play:
https://youtu.be/KcSWrKiQkkI

If you have a strong Hellboy, you can also use him as a primary damage dealer against
DF. HB's passive gives him a +25% damage boost against Arcane opponents.
Furthermore, HB has level specific hero advantages of +20% attack, +20% health, +25%

4
If you use your super right away, you will most likely take a super in return after using yours. You can do
this on T5 - and save yourself some time - but that strategy is too aggressive for T6.

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Critical Attack Resistance. Additionally, B-DF's DoT attacks heal HB. Dont expect HB
to do much on T6 without lvl 40 gears.

Like almost any other boss, you can also use Robin, BMR, or any flash to put B-DF in a
corner and perform the infinite corner combo.

Boss Horrific Scarecrow

Welcome to Random Tag and Splash Damage.

Since splash damage deals a significant amount of damage to tagged out teammates,your
entire team is effectively relying on a single communal health bar when fighting B-HSC.
Furthermore, the Random Tag component has a habit of sending a teammate directly into
the line of fire during an attack. This usually results in all your characters being knocked
out from one unblocked SP.

Since a primary objective in a raid is to be able to control the match, you need to nullify
the random tag. You can do this by either letting supporting characters get knocked out as
soon as possible (remove their gear before the start of the match and just stand there
while B-HSC kills them) or use only 1 character for the match.

The best strategy for fighting HSC involves using ESF as your primary damage dealer.
Please read the section on ESFfor a detailed explanation on how to use her against B-
HSC.

Like almost any other boss, you can also use Robin, BMR, or any flash to put B-HSC in a
corner and perform the infinite corner combo. If you will rely on this method, do not use
any support characters as they will cause random tag or cause your main damage dealer
to lose health (and time) as you wait for the support to be knocked out.

You can also use PBM here and disable HSC's special the same way you would with any
other opponent. However, PBM will have a class disadvantage here.

Having ESF as a support character will allow your damage dealer to heal 1% of their life
every 3 seconds. This stays active even if she is knocked out.

Boss Captain Cold

Boss Captain Cold's abilities have a chance to stun. Stun deals DoT. Furthermore, B-CC's
Frost Field creates a hazard that powerdrains.

Like B-GG, B-CC is one of the easier bosses to fight. Almost any team works.

Since B-CC is Tech class, I recommend using a Metahuman(for the class advantage) as a
damage dealer. Entangling Poison Ivy is a good choice as she gets +20% attack and
+20% health. Any Flash is also a good choice.

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Additionally, Silver Aquaman's passive provides the team with +30% stun resistance per
might team member and +20% defense per metahuman team member. By having him on
the team, you can provide a massive buff to any metahuman damage dealer.

Another alternative is to use JLC, JLA and Silver AM/SFF/TF/JLF/MVF.

With any team that you use, the goal is to get B-CC under control and limit his
movements. Once he is in the corner, perform a swipe, 3x tap, evade, block combo. Most
times, B-CC will then lunge forward and miss you with his attack. This becomes your
opportunity to counter him and repeat. If he jump attacks and then/or uses his Frost Field,
tag in a support and get B-CC back into the corner. Once he is there, you want to stay
away from the Frost Field that is behind you. Try doing this by doings a 3x tap and
crouch attack. Repeat and Repeat. Once the Frost Field disappears, return to your evaded
position and wait for his next counter attack. If you block an SP2.you can get in-front of
the Frost Field by tagging in a support.

If you are using a Flash or Robin, you can get B-CC in the corner and perform the ICC.

Brainiac Phase I

Phase 1 is one of the simplest phases. Please see B-GG for advice.

Brainiac Phase II

While Silver SM, WQWW and PSG have level specific hero advantages on this level,
ignore them all like the plague.Do not usedANY of them!

This Phase is similar to B-HSC because of the random tag. However, instead of splash
damage, you have to deal with Brainiac'simmunity to critical attacks and random
disabling of your SP.

The most effective team here is a Fast Attack built JLC, HSC and JLF/SSF/JLAM5

Like with B-HSC, start by remove all the gear from your support characters and let them
get knocked out as fast as possible. Remember that Brainiac's Specials are followed by a
power drain. If your support character is close be being knocked out, do not get hit by a
special. If your support character has a full bar of health, eating a special should help you
get JLC in faster. Once JLC is the last one standing, perform your super. If your energy
bar gets full while JLC is active but you still have other supports, do not perform the
super. Performing the super increases the likelihood that JLC's SP2 will be locked the
next time JLC tags in (the odds increase from 1 in 4 to 1 in 3).

5
If your JLC has more FAC than your SFF will provide, use JLF. If your JLC doesn't have any FA, use
SFF. If both are a bad choice for you, use JLAM to make JLC's attacks AP (Brainiac'sDefense is 25% on
T5 and a bit higher on T6 - so JLAM's AP passive is effectively providing a 25%-40% damage boost)

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Normally, Brainiac's specials cost 3 and 4 bars while JLC's Power Draining SP2 cost 4
bars. Since Brainiac'sSP cost is lower than yours, you will not be able to consistently
power drain him and his SPs will lead to an early knockout. To prevent this, add HSC
and make Brainiac's SPs cost 5 and 6 bars. Now you can use JLC's 4 bar SP2 to drain 5
bars from Brainiac.

When JLC is the last one standing, block and let Brainiac come to you. When he arrives,
bash him with a 3x tap, swipe, 3x tap, crouch, block combo. If you are too close to the
right corner, evade two times after the crouch attack. Watch your power meter and your
opponent's power meter. If you see that Brainiac has 4.5 bars and he does a jump or lunge
attack, keep blocking as an SP will be forthcoming. If he has 3.5-4 bars, start your 3x tap,
swipe, 3x tap combo and end it with an SP2 instead of a crouch attack. Then evade and
block. Keep repeating this. To maximize the SP's power drain, you want to use your SP
right before Brainiac can use his SP1 (5 bars)6.

If you practice this method, Brainiac will not be able to use any specials and will not be
able to knock you out. However, make sure to keep Brainiac out of the corner. If he is in
the corner, we will crouch attack you and then attack with a lunge and combo or SP.

For a detailed video on how to play, please use the below link.

https://www.youtube.com/watch?v=tT_gxMT5JWY

Brainiac Phase III

In this Phase, Brainiac has set powerdrain and DoT hazards on the map. See below image
for location of PD (red) and DoT hazards (blue).

There are 4 ways to play this level:

 Use JSGLpassive to nullify the effects of the PD and to reduce damage from the
DoT.
 Use MVBL (as support) to allow you to heal from PD (but you can't use any SPs
during the match).

6
If you are comfortable with it, it is actually better to start a combo when Brainiac is at 4.5 bars and end it
with an SP. By that time Brainiac should be closer to 5.5-6 bars.

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 Use HB and heal from the DoT.


 Play between the DOT on the left and PD on the right (stepping on the PD being
forgiving)

Using JSGL:

Because of the limited ways to play this Phase, I recommend that every team member
save their best/2nd best damage dealer for this phase. Then, pair the damage dealer with
JSGL and another support. Go to the far left corner (using JSGL or another support to go
over the small DoT on the left) and stay there.

Of the main damage dealers in the game, PBM, JLC and AAAM work best here.

If using PBM, pair with JSGL and DF7/PG. Then get in the left corner and fire off short
combos followed by an SP1. After the SP1, Brainiac will lunge or jump attack. Counter
with another short combo and SP1. Using the SP1 disables Brainiac's specials. You can
also tag in other supports to build energy (and absorb Brainiac's SPs) and then use PBM's
SP3 to deal about 30% more damage per energy bar. Video below:
https://www.youtube.com/watch?v=AjJU6yns5ko

If using JLC, pair with JSGL and DF/PG/HSC. Then goto the left corner. Do short
combos followed by an SP2 to PD. Back to corner and block. Repeat. As long as you PD
Brainiac, you should not have any issues staying alive. (if you have a FA built JLC, it is
best to use him in P2. If he is CAC/CAD built, he is better used here).

AAAM used to be a hero in this Phase. However, after his nerfing, his damage output has
been significantly decreased. JSGL's buff provides a +100% hazard damage boost.
AKBM provides another 100%. If you combine the two, you can deal 3x your typical
SP2 damage. Furthermore, AAAM's passive heals his entire team. For this level, keep
AAAM in the left corner and spam his SP2.

In general, MWW is a good damage dealer. However, in this Phase, if you do a small
combo followed by MWW's SP1, there is a high likelihood that you will land on the
DoT8. If you do the SP1 without a combo, there is a high likelihood that you will

7
DF is a bad choice here. When he tags in, his tag in leaves him exposed to a quick knockout. Also, his
Reduce Defense by 10% passive is more valuable against GG/DF/HSC/CC.
8
If you are almost out of health from landing on DoT, and paired MWW with DF/PG, you can attempt the
infinite chop slide. To do so, hit Brainiac with a SP1. It should send him flying back while you evade as
much as possible. Now block. Brainiac's lunge attack and jump attack covers a lot of distance. As soon as
you see him start moving, wait 1/10th of a second and SP1 (after you do it once, you can just watch your
SP buttons and hit them as soon as they are off cooldown, without regard for where Brainiac is). The SP1
hits him even if he is in the air. Once he is hit and knocked back, evade and block. Repeat until you mess
up and get knocked out (the SP1 chop slide puts you right under Brainiac's feet. If he blocks your SP1, it
leads to an immediate counter attack which cannot be shield blocked - since your SP is on cooldown). The

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beblocked and countered. For this reason, MWW is not the best choice for this level
unless you pair her with JLC and rely solely on melee attack. With that said, MWW's
bracelet block is very effective at stopping Brainaic's SP and reflecting the damage back
to him.

Using MVBL:

If you don't have JSGL or you want to use a second pip against P3, add MVBL to your
best melee damage dealer. Put your melee dealer in the left corner (over the PD) and stay
there. As you fight,your power will constantly be converted to health9. However, you
must make sure to block any incoming damage from an SP. Any melee damage dealer
works here.

You can also attempt to use your main damage dealer on a restricted portion of the board
- between the DOT on the far right side and the DOT on the middle left. If you happen to
step on the PD in between they, you give up some health but recharge.

Using Hellboy:

Get Brainiac and HB into the far right corner. Swipe, 3x tap, evade and block. As long as
you are on the DoT, you will heal. Brainiac's SPs and lunge attacks will move you far off
the DoT. Dont panic. Just take it slow and move him back into it. Use a special if you
need to. HB also has a limited infinite corner combo. Swipe, 3x tap, evade, block,
repeat10.

Brainiac Phase IV

This is probably the easiest phase. Since all of Brainiac's specials are disabled, he can't do
large amounts of damage on you. His combo are also limited. However, its lights out for
your entire team if he does his super move.

Since you will be constantly using power-drianing specials during this match, please
make sure to keep an eye on the class change timer. A class change can interrupt a special
and lead to an untimely knockout. Also, since power draining only slowly (and not
always) expands the gap in energy bars between you and Brainiac, I do not recommend
using a super until you are almost knocked out. If you do, you risk leaving Brainiac with
a lot of power while you can't powerdrain him.

biggest obstacle to ICS are class changes. These stop you in your tracks so be mindful of them. Don't worry
about being hit by a super - since by that point it doesn't matter what you do.
9
You will always have your power bar at zero. If you want to use SG because her SP1 works without
power, please don't. Even though its doesn't cost power, you still need power on the power bar to activate it
10
HB's ICC no longer works as of v2.3.2 (thank you NR :middle finger:)

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To play this match, you needpower drainers. There are multiple options.My three favorite
ones are:

Ace Green Arrow, AtlanteanAquaman, DF/PG/BM/Bane/HQ/WW/any other support.


Start the match with AAAM and tag AGA in. Play until the cooldown timer is over and
tag AGA out-AAAM in. Upon tagout, AGA will power lock for 6 seconds. That allows
you to generate about 2 bars of energy. Plus you will have generated 1 from tagging.
Once the powerlock wears off, use AAAM's SP2 to powerdrain again. Then tag out and
go back to AGA. Cycle this combo. AGA's tag outs are forgiving because you don't
worry about class changes with them.

MV Team - MV White Canary, MV Green Arrow, MVF/DF/PG


MV WC's passive gives you a chance to use SP1s at no cost. MV GA's passive gives you
a chance to steal the energy that you power drain. Tag often and use MV GA's sp1 to PD.
If you are lucky to steal energy and end up with more than 5 bars while Brainiac has less
than 5, I recommend using a support and MV GA to build a combo and then tag in WC
for her SP3. Then tag in MV GA to PD. MV GA's PD SP is unblockable. However, it is
easy to jump over. Do not do it from far away.

AtlanteanAquaman, DF, Predator Batman/MWW/Other Damage Dealer


Use AAAM and PBM/MWW to build energy and move Brainiac into the right corner.
Use PBM's SP3s (or MWW's SP1/3) to deal damage and AAAM's SP2 to PD. I prefer to
PD when Brainiac has about 7 energy bars. This gives you the ability to leave him at zero
while you are at 5 and building up for an SP3.

If you get Brainiac stuck outside of AAAM's PD hazard and you can't afford to waste
time, toss a projectile attack. The AI is programmed to lungethrough or jump over
projectiles directed at it. This should result in a power-drain.

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F.A.Q

Q. Are there other options?

Yes! Many. Some people use LLJ - others hate him. Some people use Silver Batman -
others focus on other heroes. In this guide I don't intend to discuss every possible way to
play. Instead I am providing a way for intermediate player to build well rounded teams
and get a hang of the game. There is a lot to explore.

Q. Are there other resources available?

A LOT!

Gizzled2TheCore and Nerdanator made a phenomenal spreadsheet for the INJ2


community. It has all the info that you can ask for when it comes to building a character
and leveling him and his gear up. This is a must use. Link below:

https://docs.google.com/spreadsheets/u/1/d/1PnbZBX9SCOdn1MgeX8c5dogxRwSd_zPX
qucpuRc0LuA/htmlview#

You should also check out the below link for how a specific change will affect your
character.

https://docs.google.com/spreadsheets/d/1hOuQvD1lo9MeYwDG5JT4cdMQRTQI60iEum
2vBn0yrQE/edit#gid=0

You can also check out the below for a quick summary of raid bosses:

https://drive.google.com/file/d/1vnCRB9syoE7zHX7icqcty10mOTvOoiu_/view

Most importantly, ASK YOUR TEAMMATES. They probably know a thing or two
about this game.

Q. Is this the most recent version of this guide?

I intend to continue to update this guide and get rid of typos and poorly
worded/incoherent concepts. I'll have the most recent copy of this guide posted on
discord. https://discord.gg/SCXTTTw feel free to drop in.

Q. How can I contact you.

Join the discord sever linked above. If the link does not work, try sending a friend request
to eddie10304#5305 (all lowercase letters). However, please keep in mind that I don't
have time to answer everyone.

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Q. I am looking for a new league. Where do I go:

There are a few recruitment servers. Check them out:

https://discord.gg/wDC5wcy (INJ2MLeagueRecruitment)
https://discord.gg/MaHDNMN (Alliance of Leaguesnka IAG)
https://discord.gg/APKukgZ (injustice2mobile)

Q. My league beats T4/T5 in an hour but can't complete Tier 5 or Tier 6. Should I go
to another league?

No! There is nothing past T6. Once you beat it, the game gets boring very fast. Enjoy the
journey and don't try to league hop to get into a more advanced one. Also, please keep in
mind that most T6 leagues complete T6 in one refresh or less (some complete it in under
1 hour). These leagues want to get rid of players. Not add more. Stay in your league and
grind it out. The journey is more fun than the reward.

Q. There are a lot of characters that you don't discuss in your guide. Can we focus on
them?

For raids, you want damage dealers that have AP specials. You also want characters that
have useful passives. UHQ's, SZ's, PST's, TGG', etc passive are useless in raids. You can
ignore them. Some silver cards are very good (Bane, Robin) but don't put too much into
them. It is harder to get a silver that drops in 10 shard increments than it is to get 160
shards in arena.

Q I spent so much gear material to upgrade certain characters. Why do you tell me to
take it off when fighting HSC/Phase 2?

The point of the match is to win - not come in looking strong. In raids you need a primary
damage dealer and two supports. Sometimes those supports are there only for their
passive. In cases of random tag, you want to disable random tag.

Q Should I spend money on the game?

It's your money. I have an INJ2 Elite Card and that is more than enough for me. I know
good players that spend no money and bad players that spent thousands of dollars (just
dont tell them that they are bad players).

Q Arena is such a grind.

Yes. Especially if you have been playing wrong for a long time.The game's progress is
exponential so once you fall behind it takes longer to complete the same goals. The bright
side is that less and less top players are playing arena as we have/dont want the
characters that are up.

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Q I can do 1,000,000+ damage in a T6 raid, that means that I am good, right?

Not all damage is equal. 1,000,000 damage on HSC/P2 is much more valuable than
soloing all of CC or GG. Players that try to get the #1 position by focusing on
CC/GG/P1/P4 usually get booted quickly.

Q My league expects me to be on Discord every day.

Welcome to every good league. If you can't drop in on discord before and after each
match, you probably don't belong in a T5/T6 league. If someone accepts you, it will only
be a matter of time before you are booted.

Q Why is my league mad at me?

There are 10 different types of players. If you can't figure out which ones no one likes,
you should probably read a book on social skills.

1. The damage hoarder. This guy never sniffs anything past p1, but he wins your
raid every time. "oh, my JL team's not built, but you guys doing P2 are the real
warriors". This dude smashes CC with his JL, GG with PBM, and DF with WC and
you never hear from him again. The amazing thing is that this dude ALWAYS gets
his pips in when his subbosses are open. Often a ghost in your discord too.

2. Bottom Feeder That guy at the bottom who always gets the loot. Every t5/6
league has that guy at the bottom who always gets level 60 gear and raid character
drops.

3. The Warrior. This dude goes in to get dirty...he lives for HSC/P2. Doesn't care
about his damage output as long he can brag about his 3 characters standing at the
end. The true raid MVP. Every league needs a handful.

4. The Leader. OMG the arbitrary rules this guy pulls. Whether it's nixing chit chat
in your teams raid planning discussions or picking your teams for you, you can be
sure that at least a few players will disagree with this person at all times.

5. Judy Hopps. This player never stays in one league long. Seems like an alright
guy, and gets along with everyone, but he's here one day and gone the next.

6. The Ringer. Slightly different than the damage hoar, this person is just good at
everything. He takes anything that others are doing and ends up better at it than
they are in no time flat.

7. The Ghost. Typically longtime member that is always just there. Never talks
much, never checks in to raids, seldom plays that much in raids even, but dude
shows up out of nowhere any time you ask where they are...uncanny.

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8. Pip Ninja. This guy never checks into your raid planning and he always takes
your damage.Any time you want to set up a pip over 2 mil you check your discord,
sign in, check damage in the game, get ready to play and KAPOW! that sub only
has 300k left.

9.Im too Good The guys that are always too good to clean up. <500K left on a
sub? Meh, someone else will get it.

10. The P1 guys....Also thanks to 9's, your raid sits with 3 subs alive with <300k
health for hours...and then finally the good samaritan clears all 3 subs for his pips
for the day. And then half your league suddenly has pips and comes out of the
woodwork to get their piece of p1.

(Thanks to Sony for the above list.) It ok to occasional be one of the negative types as
long as you do it only OCCASIONALLY.

Q Our league stared fighting recently

Welcome to having 30 people in a league. Be adults and try to kiss and makeup asap. Its
a game, enjoy it.

Q We want to boot person X and Y because.....

Booting is a necessary tool. It keeps players in check. But be very careful when booting.
Some remaining players may not like why you booted someone. Also, you may quickly see
your 30 man league drop to <25 after you boot a few players and some leave at about the
same time. This happens all the time.

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v2.4 and v2.4.1 Patch Notes

Gameplay Changes

v2.4 and v2.4.1 introduced some significant changes to the gameplay. Instead of revising
the prior section, this section will cover the changes.

The Infinite Corner Combo (ICC)

NR has been slowly and consistently trying to get rid of the role that combos play in the
game – or at least make it harder to hold onto high hit combos.

In the past, many people would corner CC/GG/P1 with JLF (with JLA and JLC as
support) and bash until the opponent was knocked out with one pip. Players would do
something similar on DF with MWW.

To prevent these astronomical results, NR instituted an auto-block feature. Under the new
scheme, irrespective of the animation, your attack is blocked and countered after a certain
number of unblockable hits.

Despite testing, I have not yet been able to figure out the pattern for when the auto-block
kicks in. When I use JLF, I am auto-blocked on the second cycle. When I used BMR
and/or SFF, I can still get a 40 hit combo. Though, it gets auto-blocked at times. It may
be correlated to the consecutive damage that is done – but again, I have not been able to
figure out the pattern.

So far, my best results are achieved by using an ICC character to ICC while the tag-out
cooldown is running. When the tag cooldown runs off, I tag another ICC character and
continue the ICC until I SP3. A good pairing is BMR and SFF/MVF.

(https://www.youtube.com/watch?v=y7hCtWn1xcw)

This change only affects leagues. The ICC still works in Arena.

Changes to AI – Chicken Shit Mentality

One of the more annoying changes in 2.4 is the change to the AI. NR has already stated
that they will change this again in the next update.

In the past, the AI (in T5 and even more so in T6) was extremely aggressive. After it was
knocked back, it would lunge or jump forward and attack immediately. Many players
realized the simple patter and learned that a jump typically meant that an SP was about to
follow. Evading skills made for fun gameplay.

In this version, NR has introduced some RNG to the AI’s movements. Now, after being
knocked back or cornered, the AI may choose to evade and do a ranged attack instead of

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attacking head on. This is extremely annoying as Range attacks run the clock down and
let your opponent generate energy while you stand unable to release the block. I believe
that each range attack by the AI makes you lose 4-5 seconds of playtime while letting
your opponent generate 2 bars of energy (and then SP against you).

There is however a way to use the new RNG to your advantage. In the case of Phases 2
and 3 (possibly Phase 1 - but I have not tested it), after you knock Brainiac back with an
SP, evade and block. Brainiac will usually end up doing an SP into thin air. Once his SP
is over, counter him with your own combo and SP3.

Phase 3: https://www.youtube.com/watch?v=p3P96OCUpwA

SP lockout

Another change deals with attacking after a special. If you get an opponent in the corner
and do an SP, you cannot attack him until he is back up. This prevents cycling SPs and
basic attacks to make infinite combos.

Evading

NR has nerfed the ability to double evade. Previously you could evade as soon as your
prior evade or SP was completed. Now, after the first evade or SP, there is a short pause
before you can evade. This pause allows enemies like HSC to rush and/or hit you with a
long range attack while you stand undefended waiting to evade again.

ESF vs HSC

Because of the change to evading and the change to the AI’s aggressiveness, the strategy
for HSC has changed.

DO NOT TRY TO EVADE HSC’s GAS ATTACK.

If HSC has enough bars for a special, just wait for him to do it and block. If you get HSC
into a corner, he may end up evading (which doesn’t get him far) and then immediately
doing his gas attack. A T6 crit gas attack will do over 21,000 armor piercing damage.
Instant knockout.

There is no practical way to consistently evade to avoid the gas attack. So, DO NOT
TRY.

CC becomes Crit Immune

In addition to getting rid of the infinite combo, NR made fighting CC even harder by
making him 100% immune to critical hits. As such, it is nearly impossible to score over
1m damage against him unless you use a JL team.

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Arguably, CC is now even harder than Phase 2 because his Frost Field SP power-drains
even if blocked and Power-drains and Stuns if unblocked.

Having HSC is a very important when fighting against CC. HSC increases CC’s cost of
SPs and that results in less power drains against you. HSC also provides 50% team stun
resistance.

A good way to play against CC is to use EPI.

By pairing EPI with HSC and Silver AM, you can have over 75% stun resistance (50%
from HSC plus the passive boost from Silver AM) and not need to carry more than 40%
defense (to have max defense – because of Silver AM’s passive). This leaves room for
Attack chance effects.

Put CC in the corner and tag HSC or Silver AM to build up some combo hit. Then tag
EPI to finish off the combo and then SP2. Her SP2 gets a 25% damage boost because of
the level specific passive (plus it is DOT – making it more effective than a similarly
leveled SP3). Her SP also significantly slows down CC’s energy generation. After the SP,
do a short combo and tag Silver AM to repeat the cycle. Be careful when attacking CC
after an SP2. He sometimes attacks you as you go to rush attack him – resulting with a hit
from his freeze gun into EPI’s face. You can also use AKBM instead of HSC or Silver
AM. AKBM gives EPI a boost to her DOT attacks.

Another option for CC is to use EGL and any two of MBR/Robin/Flash/


SFF/MVF/JLF/KNBM. All of these characters have an ICC. If you chose to use BMR,
always try to start a combo with BMR for his +8 passive. But CC in the corner and then
cycle with your other ICC characters to build combo while waiting for the tag-out cool-
down to run-off. Then tag another ICC character to generate energy and continue to build
combo. Afterwards, tag-in your strongest SP3 damage dealer in to finish off to a 40 hit
combo and then SP3. Tag out and repeat. By constantly tagging, you are building energy
(especially with EGL’s passive) and allowing yourself to ICC without being auto-
blocked. Because you lose EGL’s passive if he is knocked out, you want to keep him out
of the match as much as possible. You can also use HSC here in place of EGL or one of
the ICC characters. You will use HSC for his passives and to eat the super. If you are
using too strong of a combo builder, you may run into situations where your ICC is auto-
blocked too soon. If that happens, modify your gameplay to do SP3s sooner or use
weaker characters to build combo.

Be careful when CC has a full energy bar. You will need to tag a support to absorb the
super (or the special).

Here is an example of the plan in action (it is very unrefined in the video)
https://www.youtube.com/watch?v=y7hCtWn1xcw

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Character Changes

v2.4 provided some buffs for the MV team.

MVF - The best recipient of the buffs was MVF. His FA is now 3 hits (like JL-F). His
passive was also increased where he now provides fellow MV teammates with a +52%
CAC. Between the CAC passive and the base effect on a level 60 5th gear, you have
nearly a 75% CAC. These passives put MVF into a position of being a good damage
dealer and a good combo builder.

As such, there are two optimal ways to build MVF.

1 - You can maximize FA and CAD and then devote the rest to attack. From there, you
do a short combo with another character and then tag MVF to do 2-3 cycles of ICC and
then SP3 followed by a tag out. Repeat and Repeat.

2 – Maximize CAD and then focus on Attack (no FA). With this pure attack build, only
tag MVF in to do an SP3 and then tag out. Playing this way, you lose the benefit of his
FA being 3 hits. However by not having 5 slots devoted to FA, you get to add an
additional 1,250 Attack to his stat. The additional 1,250 of attack translates to an
additional expected damage of 69,000 (assuming no defense on the opponent, CAD
maximized and a 40 hit combo with SP3 at lvl 70).

Both of these builds work well.

MVBL – BL was buffed to add AP on his SP3. Like with MV-Flash, this puts MVBL
into a position of having two countervailing abilities.

One of MVBL’s passives increases the cost of an opponent’s SP by 1 energy upon use of
that SP. To maximize this, you want to build MVBL with max health and defense so that
he could absorb hits. His basic attacks are also very good so you also want to have high
FA on him. This leaves no room for attack change effects and renders the AP buff
relatively moot.

On the other side, when used against GG, DF, HSC or CC on Tier 6, having AP is the
equivalent of doubling the damage that an SP can do. As such, you want to build MVBL
with all attack, CAC and CAD stats to maximize use of the passive.

MVBL x MVF

The optimal MV lineup would be MVBL with an attack build, MVF with a FA and
Health x Defense build and then MVSG or PG for support. Use MVF to build a combo
and take hits and then tag MVBL to use his AP SP3 and tag out.

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The big downside to this strategy is cost and limitation of use. MVF’s gear drops as a raid
reward while MVBL’s needs to be purchased. This makes this strategy very costly to use
and limits its benefit to GG or DF (as HSC has random tag and CC is immune to crits).

New Characters

As these characters are relatively new and do not have gear drops as raid rewards, I have
not yet used them. My advice here is based on analyzing the specs and speaking to people
that have used them.

Knightwing

KW is a very good Brainiac basher. His passive allows you to generate energy when
defending a counterattack while his SP1 allows you to PD when attacking after an SP1.
This works great for P2 and P4 since you need to PD in order to survive. It also works in
P3 but your ability to be aggressive is limited and you may not be able to PD much
during the 6 seconds that the effect lasts for.

Blue Beetle

BB is very similar to KW in that his SPs provide additional effects. However, unlike KW,
when you level up an SP, you also increase the length of time that the effect lasts for.

BB also has a low cost SP3 – only 5 Bars.

Lastly, BB’s passive practically doubles the damage that Basic and Swipe attacks do.
This effect lasts from however long the SP’s effect lasts for. If you want to maximize this
before tagging out, you want to use SP3. If you want to maximize this while keeping BB
in for the bulk of the match, then spam SP1.

BB’s SP2 provides AP on his basic and swipe attacks – offering synergy with his passive.
However, the length of time is very short and not practical as you won’t have time to use
it (since after the SP, the opponent will attack and almost 3 seconds will lapse by the time
you counter).

Batman Ninja Teams

With the release of v2.4, NR has announced that they will focus on team-synergy based
offering (ig, MV teams, JL team).

Batman Ninja CW is like all the other CWs in the game – complete and total trash.

Batman Ninja Robin is also useless outside of his passive. He does not have AP or DoT.
Furthermore, unlike the other Robins in the game, his ICC does not work at all. Maybe
they made his sword too short (and nerfed all the other Robins while trying to get this one

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to just work). The only good thing about this Robin is his passive. It is very similar to
BMR and Silver Robin except that it only works with BN team characters.

Batman Ninja Batman is the first BN character that has some (limited) potential. For his
passive, when he is hit by a crit or AP, he gains Crit or AP for a short period. This
passive is totally useless in raids as the entire point of this game is NOT TO GET HIT. It
is also week for Arena as one Crit and AP hit from a JLF and BMB is toast. The only
good thing about this character is that he is a BN and his animation is similar to
Knightmare Batman (so he has ICC).

Batman Ninja Lord Joker is the BEST BN character. His gear set bonuses are attack
based. His passive allows you to revive two fallen teammates (including himself) if
Batman is on the opposing team - basically another variation of PST’s or UHQ’s
passives. This passive is cool in arena but useless for Raids.

What makes Lord Joker interesting is that his SP3 cost 4 energy bars. FOUR! That is the
cheapest SP3 in the game. Having a 4 bar SP3 is like having a more powerful version of
DF on your team. Regretfully, his SP3 does not have AP or DoT.

Ninja Team Synergy; Robin, Batman, Joker

Unfortunately, the usefulness of this synergy is predominantly limited to P1. It also


comes at a high cost as you would need to spend Gear Material on both Joker and
Batman. As such, I do not recommend doing this. Building MVBL as a damage dealer
is a much better use of resources.*

To use this strategy:

Build Batman as purely Defense, Resistance and Health, FA? (tbd). No attack buffs.

Build Joker as pure attack with crit. No more than 50% defense.

By creating a team of BN Robin, Joker and Batman, you can move the opponent to the
corner and then tag between Batman and Joker. When either of them starts a combo,
Robin’s passive gives a boost. When the other one tags in, Robin’s passive gives another
boost. You can use Batman to ICC while waiting for the tag cool-down timer to run off.
Once it does, tag Joker in and SP3.

You should be able to generate energy and a 30-40 hit combo very quickly from tagging.
You do not need to focus on higher hit combos as the 4 bar SP3 means that you will be
using it very often. As a matter of fact, you will be generating energy faster than you will
be able to use it.

(* when thinking about passives, I often try to create a thought process where I convert
different passive into something similar (ig, UHQ “converts an opponent” = WQWW
“summons a warrior” = PST “revives”). In this case, Lord Joker has a 3 bar SP3. MVBL

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has a 7 bar SP3. But MVBL’s SP3 has AP. The AP means that you deal almost double
the damage on bosses. So net of defense, BL’s is more powerful. Plus he has MV
synergies (SG’s passive should not be underestimated).

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v2.5-2.71 Patch Notes

While v2.4 significantly changed the game, v2.5, 2.6 and 2.7 do not offer anything as
significant (just a few gameplay changes and more heroes for you to spend your money
on). With 2.7 being released recently, I have not had a chance to test everything so I will
overlook certain changes. If I miss something significant, DM me and ill add it.

Changes to AI – Patching the Chicken Shit Mentality

One of the more annoying changes in 2.4 has been removed. There is more randomness
to the AI’s attack patterns and being open to being bit by an SP doesn’t necessarily mean
that you will get hit. The AI now selectively saves power. However, if you manage to get
hit by a combo, an SP has a high certainty of occurring. Also, the AI is more cognizant of
MVF’s passives and Boss-CC is less likely to do an SP1/SP2/PS3 and trigger MVF’s
passive.

New Characters

Most of the new character releases are significant damage dealers.

Silver Banshee (SB)


While SB is my least favorite of the bunch, she can be a monster damage dealer.

SB’s SP3 deals an increased amount of damage per each Special that the opponent has
disabled. The increased amount increases as the level of her SP3 increases. The increase
is 80% at lvl 50-59, 90% at lvl 60 and goes up to 100% sometime thereafter. It is also AP
when the opponent has at least one Special disabled.

SB also has two gears with base defense effects (her 1st and 2nd gears provide Defense).
This will result in you not needing a lot of defense chance effects/talents but SB will also
have lower than normal health – which isn’t a problem because she is a pure damage
dealer.

The best way to use SB is to pair her with either (i) PBM, (ii) SC or (iii) HSC and
DF/PG. Use PBM, SC or HSC to disable the opponent’s specials and then tag SB to SP3.
Using PBM is easy as his SP1 stays with the opponent while Scarecrow and HSC require
to you contain the opponent in the hazard’s area. Using SC or HSC frees PBM to be used
somewhere else.

With a lvl 70, 6 star 70g SB, it is possible to do 1.1m damage per SP3. But her usability
is limited to DF, CC and P1. GG can’t have abilities disabled. No tagging vs HSC or P2.
P3 requires JSGL and doesn’t leave room for HSC or DF/PG.

Multiverse Armored Supergirl (mv-ASG)

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mv-ASG is probably one of the most fun and robust heroes in the game. What does ASG
do? She has a boat load of passives that burn you to death while providing mv teammates
with significant boosts.

Like any SG, her SP1 cost 3 energy bars. But unlike other SG SP1s, this one has a
lightning fast animation and applies a “burn” effect to the opponent. Burn lasts almost 30
seconds and halves the defense of the current opponent. Furthermore, burn allows mv
teammates’ attacks to bypass any critical attack resistance that the opponent may have.

Her SP2 provides mv teammates with critical attack immunity and gives them almost a
30% defense buff that lasts 30 second

Her SP3 provides mv teammates with Reflect Immunity and gives MV teammates a
massive critical damage and critical chance buff.

In addition to the above, MV SG has three passives. Upon match start, her first passive
gives 1 bar of energy for each MV teammates (like Raiden but for MV). Her second
passive gives a 25% power generations boost per might class opponent. Similar to DSG,
her third passive allows you to deal an unblockable attack and interrupt a special on tag-
in. The third passive also provides 4 energy bars when interrupting a special. However,
the third passive is limited to tagging when an MV teammates tags out.

In addition to all of the above, each of mv-ASG’s SP1 gets a 38% damage boost to might
opponents. SP3 gives a 38% boost to burning opponents.

(All boost numbers are for a 5 star, lvl 60 mv-ASG. The change with her XP level and
amount of stars)

So how do you use her?

The most basic way to use her is to pair her with MVF. Use her to apply burn then MVF
to build combo and then SP3. You’ll get optimal efficiency using this method against
Boss-CC as it allows you to cut through his defense and his critical resistance (P2 has crit
immunity so her burn effect does not work on P2).

When ASG is strong enough, you can separate her from MVF and pair her with mv-
SG/mv-GA/mv-WC/mv-CC and use her as a primary damage dealer against Boss-GG or
Boss-CC.

For Boss GG, use SP1 to apply burn and then SP3 while burn is active. If you do that,
you will not need to keep a lot of crit chance and crit damage on her since her SP3 will
provide a massive boost. Her energy generation will also be 75% faster (while she is
active) since GG’s two minions each provide a 25% boosts. On top of that, if you put in a
mv team mate to wait for GG to use his special and then tag in to interrupt, you’ll
generate 4 energy bars (plus 1 more from tag). At this point, you’ll have more energy

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than you will be capable of using. Also, her SP1 and Sp3 will each deal 38% more
damage.

Multiverse Captain Cold (mv-CC)

MV CC has a very useful passive. He provides MV teammates with AP resistance when


MV-CC is on your roaster. He does not need to be on the team or active for this passive
to kick in. The resistance is 60% at 3 stars and goes up by 20% with each star. This
passive makes MV heroes formidable opponents against Arena teams with JLAM.

When he is on a team, he provides his teammates with a shield that reduces incoming
basic, swipe and tag damage by 30%. The shield lasts 35 seconds per each MV teammate.

Additionally, like mv-ASG, MVCC has secondary effects attached to his SPs. His
secondary effects are defense based and do not provide any significant boost to damage
output. His SP3 provides mv teammates a 15% damage boost per each mv teammate.
This comes out to a 45% boost on a 3 member team.

While MV-CC’s SP3 passive is impressive, it is insignificant compared to ASG.

Unfortunately, aside from mentioning that his gear drops as rewards, there is not much to
write about mv-CC since he is best used as a place holder for an ASG lead team.

Black Adam (BA)

Like ASG, BA is another fun character to use and each SP provides its own passive.

His SP1 has a 65% chance to reduce energy cost by 3. Lasts 15 seconds. Basically similar
to DF’s passive but activated upon SP1 use. Once activated, you can renew it by using a
1 energy cost SP1.

His SP2 increase an opponent’s cost to use specials by 3. Lasts 25 seconds. Basically
similar to HSC’s passive but activated upon SP2 use. It also reduces the damage from
basic hits.

His SP3 steals up to 7 energy bars. Basically similar to ATC/mvGA’s passive but
activated upon SP3 use.

Use BA by building him with max defense. Spam SP1, SP2 and SP3 non-stop. Don’t
worry about getting hit as his SPs all knockback. Keep the cost low by spamming SP1.
Keep yourself safe by spamming SP2. Keep the specials away by power draining with
SP3 when the opponent has 4 or more energy bars (if SP2 is active, the minimum cost for
the opponent to use an SP will be 6 bars.)

BA also has a chance to stun on tag in. His evade ability is fast and very useful. He also
gets a 10% power generation (stacks up to 5 times) whenever he uses SP1.

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King of Atlantis Aquaman (KAAM)

KAAM is the king of raids.

His SP3 drains 10% of the opponent’s current health (up to 3 times).

Using an SP provides a damage buff to all attacks. The buffs stack up to 600%.

Additionally, if he dies, he can revive himself by swapping energy for health.

If you are low on resources, just unlock KAAM and put some defense and health on him.
Make sure to start a match when the opponent has full health. Pair KAAM with a tank or
two. Tag non-KAAM to build up energy. Then tag in KAAM for a 3 tap combo and hit
SP3. Tag out and repeat. You should do about 500k damage per the first 3 SP3 hits. Make
sure to use SP3 at the end of a combo. If you use it without a combo – even if the
opponent is wide open – they can block it.

When you get him to 6 stars and 40g and 60+ XP, build him with only CAC/CAD and
attack. 50-75% defense. Keep him out of the match until you use his SP3s and then two
more SP2s. Then put him in and leave him in for the rest of the match. Use him as a
melee attack dealer and SP2/SP3 whenever you have energy and are not afraid of dying.
His melee attacks will do massive damage and having a full bar will allow you to revive
in case of a mistake.

Character Changes

v2.7 provided some more buffs for the MV team.

MVGA – MVGA now provides a 20% health boost to his mv teammates. Additionally,
mv teammates get a 40% boost to their SP3. The boost is in the form of a DOT attack.

BN-Robin – Lowered cost for his SP3 and now AP. BNR is now better than BNLJ. Use
BNBM to build combo and BNR to SP3.

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