LPVE Master Thread: Guides for Every Map & Character and a Compendium of all LPVE Information

Discussion in 'Oracle’s Database (Guides)' started by AV, Feb 4, 2020.

  1. AV Loyal Player

    Introduction

    This is a work in progress. While I work on this, here's a demo + guide of how to speedrun the fastest map, HoD:




    All stats/power descriptions (ie. the top half of every character post) are 100% the work of shiny mackerel
    Legends Character Stats and Power Descriptions

    Contents
    General Information

    Characters
    Wonder Woman

    Weapons
    Bow

    Ace Chemicals
    Area 51
    Arkham Asylum
    Bludhaven
    Hall of Doom Armoury <<<THIS IS THE MAP YOU WANT TO SPAM
    League of Assassins Stronghold
    Nexus of Reality
    Oan Sciencells
    Paradox Wave
    Smallville
    South Gotham Courthouse
    Trigon's Prison
    Watchtower Containment Facility

    Additional Information
    Core Feat Requirements and Optimal Strategy
    Tips, Tricks, and Fundamentals
    Movement Capabilities
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  2. AV Loyal Player

  3. AV Loyal Player

    Base Stats
    Ref: Legends Character Stats and Power Descriptions
    (Transcribed here with shiny mackerel's permission)

    All characters have the same stats aside from health, which is adjusted from the baseline of 9828 HP. From there, health can be above or below by 5%, 10%, 15%, and so on. The rest of the stats are listed:
    • 1000 Power
    • 0 Defense and Toughness
    • Level dependent on actual character level
    • 35% Damage Buff
    • 0 Might, Restoration, Vitalization
    • 166.2 DPS
    • 396 Precision
    • 10% Critical Weapon Attack Chance
    • 5% Critical Ability, Power, Heal Chance
    • 0% Critical Weapon, Ability, Power, Heal Magnitude
    Characters with melee weapons gain an additional +15% critical weapon damage and +20% control resistance with a few exceptions.
    Bane and Atrocitus receive no melee weapon buff but instead gain Supercharge quicker and on knockouts.

    The power descriptions here give base numbers, so actual numbers you see in-game depend on character stats. I'll only summarize how to figure out actual numbers from stats, so see this guide for more detail and how to test for these stats.

    Armor
    Legends characters have no armor. They gain defense or toughness only by blocking, which puts them at the 75% mitigation cap (no longer depending on level). However blocking is currently bugged and actually mitigates 93-94% damage from other players. Against NPCs, blocking still mitigates 75% damage.

    Power
    Characters have 0 Vitalization, so actual power restoration = base power restoration.
    An ability that restores 100 base power will restore 100 power.

    Healing
    Characters have 0 Restoration, so actual healing = base healing.
    An ability that heals 100 base health will heal 100 health.

    Damage
    All characters start out with a 35% damage modifier that can be changed through buffs/debuffs.
    Then without buffs, all damage out is multiplied by 135%.

    Ability Damage
    Characters have 0 Might, so actual damage = base damage * 135%.
    An ability that deals 330-450 (390) base damage will deal 445-607 (526) damage to another character.

    Weapon Damage
    Characters have 166.2 DPS, so it gets a bit messy figuring out weapon damage from the base damage multipliers. For convenience, this guide already reports base damage as (Weapon Damage Multiplier * 166.2 DPS). So then actual damage = base damage * 135%.
    An ability that deals 420-495 (457.5) base weapon damage will deal 567-668 (617) damage to another character.

    Weapon combo damage is not listed here yet but stats for the standard weapons can be found here. Stats for unique weapons like Catwoman's MA or unique moves like Lex's Power Blast will be added later.

    Counter Damage
    Counter damage is explained at the bottom of this post here.
    Characters have 396 precision so blocks, interrupts, and block breakers deal a total of 416-436 (426) base weapon damage.
    With the 35% damage modifier, this becomes 561-588 (575) damage.

    Critical Effects
    Critical chance bonuses add directly to the base.
    A buff of +12% critical weapon chance would give the character a total of 22% critical weapon chance.

    Critical magnitude bonuses add directly to the base of 0%.
    A buff of +15% critical weapon damage would give the character a total of 15% critical weapon damage.

    Pets
    All NPCs in Legends have 15% base armor. So damage to pets will be reduced by 15%.

    Pets have no damage modifier and their damage (orange numbers) can't crit. So actual pet damage = base pet damage.
    An ability that deals 200-219 (209.5) pet damage will deal 200-219 (209.5) damage to Legends characters and 170-186 (178) damage to other NPCs.

    Power Descriptions
    Basic power descriptions can be found in tooltips in-game or more accurately in Bulthax's guide. My guide assumes familiarity with characters and only focuses on the stats.

    The format:
    Character
    Health ~ Innate buffs/abilities
    (#) Ability → Power costSupercharge cost CooldownUsable while controlled Vulnerable to block/interrupt/dodge
    → Aggressive effects
    → Beneficial effects
    → Targets affected, damage splitting, control effects
    → Other effects/comments

    Base Abilities
    (7) Simulation Soder Cola60 sec CDUsable while controlled
    → Heals 2184-3001 (2592.5) health and restores 300-399 (349.5) power.
    (8) Breakout45 sec CDUsable while controlled
    → Breakout (8 sec).
    → Grants +25% control resistance (20 sec).
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  4. AV Loyal Player

    CHARACTERS
    BACK TO INDEX

    [IMG]

    Amon Sur
    9336 HP
    (1) Light Claws125 power1.5 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Stun).
    Light Claw Slash 1 & 2
    → Deals 113-171 (142) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Stun).
    Light Claw Slash 3 Vulnerable to block
    → Deals 156-234 (195) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Stun).
    Light Claw Slash 4
    → Deals 325-488 (406.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (2) Ram150 power1 sec CDDodgeable
    Deals 3 ticks of 150-210 (180) damage for a total of 450-630 (540) damage.
    Hits 8 targets in a cone and splits after 2 (Knockdown).
    (3) Construct Whirlwind200 power5.5 sec CD
    Deals 330-450 (390) damage and 7 ticks of 45-75 (60) damage (0.5 sec/tick) for 645-975 (810) total damage.
    Hits 8 targets in an area without splitting (Knockdown, stun).
    (4) Shatter200 power3.5 sec CDVulnerable to interrupt
    → Deals 828-888 (858) damage.
    → Hits 8 targets in an area and splits after 2 (Stun).
    → 2.5 second cast.
    (5) Nightmare Construct300 power105 sec CD
    → Summons a melee/ranged pet that lasts 40 seconds. Nightmare Construct has 929 HP.
    (6) Swoop Attack125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).

    How to Play in LPVE
    Character Analysis
    Like many members of the Light family, Amon Sur is dirt simple to use and has high, sustainable damage output for all situations. Very similar to Sinestro.

    Weapon(s)
    Martial Arts

    Power Analysis
    1. Light Claws - This is your bread and butter power and you'll be spamming it quite a bit.
    2. Ram - Hard-hitting tight-conal AoE with massive range, ideal for hitting two targets in a straight line that are far apart from one another. This also has excellent AoE burst potential and is good for clearing trash quickly.
    3. Construct Whirlwind - Short-range toolkit power only useful in extremely specific circumstances. Only use this when there are 3-8 targets clustered together and when your Breakout Trinket is available to cancel the extremely long animation (you still get all the damage ticks). The first tick of damage an enemy takes from this, no matter how long the cast has been active, will be for 330-450 damage. Also, though the only way you can cancel this is with Breakout Trinket, you can move around while casting by jumping, effectively getting the major damage tick on a large number of spread out enemies and making the power much more user friendly.
    4. Shatter - Never use this. Does poor damage relative to the cast time, vulnerable to interrupt, and high power cost.
    5. Nightmare Construct - Flavour power only. Never use this. It's not worth the time/power to cast and even if it lands every hit while it's out, its damage is mediocre. The power is better used elsewhere.
    6. Swoop Attack - Effective, low-cost, conal pbAoE and excellent mobility enhancer (see Movement Capabilities).

    Important Rotations
    ST & Close-Range AoE:
    Light Claws (full combo)(clipped with)>Repeat

    Note: Once low on power and with Soder on cooldown, begin clipping this onto the end of your Elbow Drop (tap tap tap hold) combo. Be sure to always clip the final Claw Slash as soon as its animation starts to maximize output.

    Optional Boss Variant:
    Elbow Drop (tap tap tap hold)(clipped with)>Ram>Repeat

    Note: This will only outperform Light Claw spam if you're fighting a boss where you can reliably stand on their head throughout the engagement (most bosses allow this) in order to benefit from the increased attack speed. Once low on power, start switching between Ram and Light Claw combo as required to sustain output. Can also be done with Cartwheel Kick:


    Burst AoE:
    (Lunge to initiate)>Construct Whirlwind (clipped with)>Breakout Trinket>Ram>continue using Ram until everything is dead or you're out of power

    Note: If targets are spread out on the battlefield, try to aim your Ram so that it hits as many as possible.

    Sustained Crowd Control:
    Elbow Drop (tap tap tap hold)(clipped with)>Swoop Attack>Elbow Drop (clipped with)>Ram>Repeat

    Note: This will allow you to reliably & safely solo the largest number of enemies at a time by virtue of maintaining solid DPS output while constantly knocking everything down throughout your rotation.
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  5. AV Loyal Player

    BACK TO INDEX

    [IMG]

    Arkham Asylum Joker
    10320 HP
    (1) Get Back200 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hist 4 targets in an area without splitting (Knockdown).
    (2) Clown Box65 sec CDUsable while controlled
    → Encases self and absorbs 10,000 damage (10 sec).
    → Restores 9 ticks of 65 power (1 sec/tick) for a total of 585 power restored.
    (3) Bouncy Blast25% Supercharge8 sec CD Vulnerable to interrupt Dodgeable
    → Drops 10 bouncy balls in the target area that damage and knockback enemies.
    → Each bouncy ball deals 75-120 (97.5) damage.
    → Hits 3 targets in an area without splitting.
    → The knockbacks hit 10 targets in a field.
    (4) Barrel of Laughs300 power105 sec CD
    Summons 3 melee/ranged goon pets that last 40 seconds each. Each Joker Goon has 683 HP.
    (5) Backflip125 power3 sec CDUsable while controlled Dodgeable
    → Deals 330-450 (390) damage or 510-630 (570) damage on helpless enemies.
    → Hits 3 targets in a cone without splitting (Knockdown).
    → Dodge (2 sec).
    (6) Equip Pistols/Equip Machete
    → Changes weapon to Dual Pistols or One Handed.

    Notes
    → Using Equip Pistols/Equip Machete resets your Supercharge level.

    How to Play in LPVE
    Character Analysis
    In general, don't use Arkham Asylum Joker in LPVE. He's potentially advantageous for certain maps but there are arguably always much better choices. For most LPVE purposes, The Joker is slightly below average and Arkham Asylum Joker is slightly worse. Unless you only care about the cool tattered straightjacket or the derpy (and inconsistent) Bouncy Blast SC, use The Joker (if you have to for Team-Up feats).

    Weapon(s)
    Dual Pistol, One Handed

    Power Analysis
    1. Get Back - Good non-split AoE but with a very short range. One of only two direct DPS powers at our disposal.
    2. Clown Box - Almost never useful but can be handy to save yourself while group members get close enough for group heal to kick in again. Try to avoid using this.
    3. Bouncy Blast - Far less useful and effective than it seems on paper. Only use this against clumps of adds or very large bosses, as the chaotic nature of the bounces ensures a single, normal-sized target is unlikely to take much damage from this 2500SC power.
    4. Barrel of Laughs - Good damage:cost ratio, assuming the pets survive full duration and this can be clipped onto other powers. Save this for boss fights.
    5. Backflip - Excellent low-cost power but the distance it creates between you and your target can sometimes be a problem in LPVE.
    6. Equip Pistols/Equip Machete - Though Pistols seems like it would be able to compensate for the range issues created by Backflip, Machete is capable of over 25% greater DPS. Stick with Machete (ie. One Handed).

    Important Rotations
    General Purpose:
    Flurry (tap tap tap hold)(clipped with)>Backflip>Quick Chop (hold)>Repeat
    Note: Only slightly less damage than the balls-out rotation below but much simpler and power-neutral.

    And the Kitchen Sink:
    Flurry (clipped with)>Backflip (clipped with)>Barrel of Laughs (see note)>Flurry (clipped with)>Get Back>Flurry (clipped with)>Backflip (clipped with)>Soder Cola (see note)>Flurry (clipped with)>Get Back>Flurry (clipped with)>Backflip (clipped with)>Breakout Trinket (see note)>Flurry (clipped with)>Get Back>Repeat

    Note: Only go clip-happy with Barrel of Laughs, Soder Cola, and Breakout Trinket like this during boss fights. For regular adds, do the rotation normally but without clipping Backflip. Once you're out of things to clip Backflip with, try to keep yourself positioned such that you'll Backflip into a solid object nearby to ensure all of your Flurry swings make contact (you can do this by jumping during Get Back and trying to put yourself between the boss and a wall, as you see me do in the video).
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  6. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Arkillo
    9828 HP ~ Super-Strength
    (1) Construct Jackhammer150 power8 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    Construct Jackhammer Combo 50 power Dodgeable
    → Deals 111-146 (128.5) weapon damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (2) Saw Throw150 power1 sec CD
    → Deals 330-450 (390) damage.
    → Hits 3 targets in a line without splitting (Knockdown).
    (3) Spike Clap150 power3.5 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Stun).
    (4) Ring Beam150 power1 sec CDVulnerable to interruptDodgeable
    → Channels 3 ticks of 165-225 (195) damage (0.5 sec/tick) for a total of 495-675 (585) damage.
    → On enemies below 35% HP, channels 3 ticks of 330-450 damage (0.5 sec/tick) for 990-1350 (1170) total damage.
    → Hits 8 targets in a cone and splits after 2 (Stun, knockdown).
    (5) Battle Roar150 power12 sec CDVulnerable to interruptDodgeable
    → Channels 2 ticks of 330-450 (390) damage (1 sec/tick) for a total of 660-900 (780) damage.
    → Hits 3 targets in a cone without splitting (Push).
    (6) Swoop Attack125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).

    How to Play in LPVE
    Character Analysis
    Much more hands on than other Light characters but just as potent and fun to use. His kit is capable of dishing out massive AoE damage quickly without sacrificing ST DPS. Plays very similarly to Kilowog.

    Weapon(s)
    Brawling

    Power Analysis
    1. Construct Jackhammer - Since every non-boss LPVE mob can be CC'd by every character, this isn't as effective as Earth's Jackhammer. That said, it's still very effective at putting out a lot of pbAoE damage quickly over a large area... especially in tight spaces or if you have adds pinned against a wall/corner... just don't overdo it as you'll quickly knock most targets out of range and this consumes a lot of power quickly. Do not use Construct Jackhammer for ST DPSing; its DPS is ~3% lower than a proper ST rotation but its power consumption is through the roof.
    2. Saw Throw - Solid non-split ranged AoE damage on a short CD. When the description says "in a line" though, it really means it. The targets have to be very close together, so this will primarily find use in ST rotations
    3. Spike Clap - No real reason to use this over Saw Throw ever
    4. Ring Beam - Solid finisher attack. Once the boss' health drops below 35%, you'll be clipping this after every combo.
    5. Battle Roar- Superb and power efficient non-split damage. Good for both ST and AoE but the long CD means you'll just be substituting it in for other powers when available if multiple targets are present. This power cannot be clipped.
    6. Swoop Attack - Solid damage for a low power cost and a mobility enhancer (see Movement Capabilities).

    Important Rotations
    Boss ST:
    Backfist (tap hold hold)(clipped with)>Swoop Attack>Backfist (clipped with)>Saw Throw>Repeat

    Note: As with all Brawling characters, your output is chiefly dependent on how early and effectively you clip the final hit of Backfist. You'll want to time the clip for a split second after Arkillo's fists reach full travel and are just starting to bounce back forwards.

    Boss ST/AoE Variant:
    Same as above but with Battle Roar substituted whenever available

    Note: Slightly better additional targets are near/behind your intended target

    Low-On-Power Variant:

    Note: ~5% less damage and more annoying to do than standard Boss ST rotation but power-neutral. If you're bottomed out on power, try doing a rotation or two of this until you can resume standard Boss ST then switch back and forth as required.

    Finisher (When Target's Health Below 35%):
    Backfist (clipped with)>Ring Beam>Repeat
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  7. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Atrocitus
    8353 HP
    (1) Rage Flail150 power6 sec CD
    → Deals 297-405 (351) damage or 363-495 (429) damage on Plasma Burned enemies.
    → Hits 8 targets in a cone and splits after 2 (Knockdown, stun).
    (2) Ire Stomp200 power12 sec CDUsable while controlled
    → Deals 297-405 (351) damage or 363-495 (429) damage on Plasma Burned enemies.
    → Hits 8 targets in an area and splits after 2 (Knockdown, pull).
    (3) Rage Expulsion150 power6 sec CDDodgeable
    → Deals 297-405 (351) damage followed by 4 ticks of 15-45 damage (1 sec/tick) for a total of 357-585 (471) damage.
    → On Plasma Burned enemies, deals 363-495 (429) damage on the initial tick for a total of 423-675 (549) damage.
    → Hits 8 targets in a cone without splitting (Panic).
    (4) Plasma Pool250 power18 sec CD
    → Deals 297-405 (351) damage on cast.
    → Spawns a large pool of plasma that inflicts DoT effects on enemies in the area (10 sec).
    → The DoT effect deals 10 ticks of 15-45 damage (1 sec/tick) for a total of 150-450 (300) damage.
    → Deals 297-405 (351) damage and up to 16 ticks of 15-45 damage for a total of 537-1125 (831) damage.
    → Hits 8 targets in a field and splits after 2 (Ground).
    → Inflicts Plasma Burn which increases the damage of Rage Flail, Ire Stomp, Rage Expulsion, and Furious Lunge.
    (5) Furious Lunge125 power4 sec CD
    → Deals 297-405 (351) damage or 363-495 (429) damage on Plasma Burned enemies.
    → Hits 8 targets in a cone without splitting (Knockdown).
    (6) Rage of the Butcher100% Supercharge Usable while controlled
    → Changes form/power tray and enters a state of Rage for 12 seconds.
    → Heals 1638-2455 (2046.5) health.
    → Grants immunity to control effects and absorbs 10,000 damage (4 sec).
    → Increases maximum health to 12285 HP (12 sec).
    → Returns all damage dealt as healing every second (12 sec).

    ~ Rage ~
    12285 HP
    (6) Raging Roar150 power12 sec CDVulnerable to interrupt Dodgeable
    → Channels 3 ticks of 330-450 (390) damage (1 sec/tick) for a total of 990-1350 (1170) damage.
    → Hits 8 targets in a cone without splitting (Push).

    Notes
    → Lacks the melee weapon buff but has enhanced supercharge gain.
    → Cannot recover Supercharge in Rage state.

    How to Play in LPVE
    Character Analysis
    Atrocitus is one of the weaker members of the Light family in LPVE, the weakest Light villain, and generally not worth using aside from team-up feats. He's best suited for clearing large groups of adds at a steep power cost. His ST boss performance is below average.

    Weapon(s)

    Power Analysis
    1. Rage Flail - This attack has max range, hits in a wide cone, and the stun is good for setting up follow-on attacks
    2. Ire Stomp - Not as effective as it sounds like it would be. The AoE and pull is relatively short range.
    3. Rage Expulsion - By far his best power. Non-split conal pbaoe for above average damage. Unfortunately, the 6s cd prevents this from giving Atrocitus the boost he needs.
    4. Plasma Pool - High cost and low damage but necessary to buff his other powers. Unfortunately, it's not possible to keep the PI up even 2/3 of the time.
    5. Furious Lunge - Due to the short range on this power's AoE, the non-split isn't particularly impressive.
    6. Rage of the Butcher - The speed with which his SC builds is Atrocitus' only real advantage. Up to you whether you want to save for boss fights or not, as it's even more useful for clearing adds.
    A. Raging Roar - This is effectively a large-area pbaoe that hits as hard as 3 normal powers in 3s for the price of one. You'll only be able to use this once per SC.

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Plasma Pool>Backfist (clipped with)>Rage Expulsion>Backfist (clipped with)>Furious Lunge>Backfist (clipped with)>Rage Flail>Backfist (clipped with)>Rage Expulsion>Backfist (clipped with)>Furious Lunge>Repeat
    Note: For large group of adds, consider simply starting with Plasma Pool then dumping all your power. You can pop your SC anytime you want for a large DPS gain on that rotation.
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  8. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Bane
    9828 HP ~ Super-Strength
    (1) Ground Slam200 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockback).
    (2) Battle Roar150 power12 sec CDVulnerable to interruptDodgeable
    → Channels 3 ticks of 330-450 (390) damage (1 sec/tick) for a total of 990-1350 (1170) damage.
    → Hits 8 targets in a cone without splitting (Push).
    (3) Seismic Slam150 power12 sec CD
    → Spawns a weaponized rock that crumbles after 15 seconds.
    Seismic Slam Dodgeable
    → Deals 210-285 (247.5) ability damage if smashed.
    → Deals 317-430 (373.5) weapon damage if thrown.
    → Hits 8 targets in an area without splitting (Ground, push).
    Weaponize Smash
    → Deals an additional 30-39 (34.5) weapon damage if smashed.
    → Hits 3 targets in an area without splitting.
    (4) Crushing Lunge125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Knockdown).
    (5) Venom Up (First Use) → 100% Supercharge
    → Changes form/power tray until death or second Venom Up.
    → Heals 1638-2455 (2046.5) health.
    → Grants immunity to control effects and absorbs 10,000 damage (4 sec).
    → Increases maximum health to 10810 HP (until form ends).
    → Grants +12% critical weapon attack chance and +35% critical weapon attack damage (until form ends).
    → Reduces cooldown of Crushing Lunge
    (6) Venom Clap175 power18 sec CD
    → Deals 330-450 (390) damage followed by 4 ticks of 90-150 (120) damage (1 sec/tick) for 690-1050 (870) total damage.
    → Hits 8 targets in an area without splitting.

    ~ Venom Up (First Use) ~
    10810 HP ~ Super-Strength
    (5) Venom Up (Second Use) → 100% Supercharge
    → Changes form/power tray for 60 seconds.
    → Heals 1638-2455 (2046.5) health.
    → Grants immunity to control effects and absorbs 10,000 damage (4 sec).
    → Increases maximum health to 12285 HP (60 sec).
    → Grants +25% critical weapon attack chance and +65% critical weapon attack damage (60 sec).

    ~ Venom Up (Second Use) ~
    12285 HP ~ Super-Strength
    (5) Grapple Line125 power3 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Ground, pull).

    Notes
    → Lacks the melee weapon buff but has enhanced supercharge gain.
    → Venom Up forms no longer increase weaponization damage.
    → Cannot recover Supercharge in Venom Up (Second Use) form.
    Total of 22% critical weapon chance and 35% critical weapon attack damage in Venom Up (First Use) form.
    Total of 35% critical weapon chance and 65% critical weapon attack damage in Venom Up (Second Use) form.

    How to Play in LPVE
    Character Analysis
    Bane is a strategically interesting character whose overall LPVE performance depends upon proper SC use. Before first SC use, his ST performance is slightly below average, after first SC use, his performance is average to above average, and upon third sequential SC use he achieves one of the best SC LPVE performances in the game and can maintain that for an entire boss fight and beyond. Very fun and capable character overall.

    Weapon(s)

    Power Analysis
    1. Ground Slam - Solid non-split pbAoE with good range but with a massive dovetail and high cost
    2. Battle Roar - Excellent for clearing trash mobs but not useful for bosses (lowers ST rotation DPS)
    3. Seismic Slam - Do not use this power offensively! Pop it immediately after combat so you can enter movement mode right away (see Movement Capabilities)
    4. Crushing Lunge - Important staple of Bane's ST rotation. This power's cooldown is reduced while under the effects of Venom Up
    5. Venom Up - Pop your Venom Up (First Use) SC the second the meter is full, whether you're in combat or not! This unlocks the much more important Venom Up (Second Use) meter. Then, save Venom Up (Second Use) for boss fights, once full. Rinse and repeat that cycle for each boss.
    A. Grapple Line - Same ST damage as Crushing Lunge but cheaper and adds a better second clip to our SC rotation, allowing us to clip sooner and increase ST DPS dramatically
    6. Venom Clap - Use this every time it's up in every content. One of the best powers in Legends.

    Important Rotations
    Pre-Venom Up or Venom Up (First Use) ST:
    Backfist (tap hold hold)(clipped with)>Venom Clap>Backfist (clipped with)>Crushing Lunge>Backfist (clipped with)>Ground Slam>Repeat


    Note: Always clip with Venom Clap whenever it's available. When able (and when you'll get the value from them), clip Ground Slam with Soder/Breakout to avoid the long animation.

    Low-Cost Venom Up (First Use) Variant: (Avoid having to do this!)

    Note: Way less damage but easier on power consumption., Only recommended if hurting for power. Can also switch to Haymaker combo while doing this if realty desperate for power.

    Venom Up (Second Use): (Save this for bosses)
    Backfist>Venom Clap>Backfist>Grapple Line>Backfist>Crushing Lunge>Repeat

    Note: Same concept as Pre-Venom Up and Venom Up (First Use) rotation but much lower power cost thanks to Grapply Line and muuuch higher DPS due to the faster animations. One of the best ST rotations in LPVE.
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  9. AV Loyal Player

    BACK TO INDEX

    [IMG] [IMG]
    Batman/Future Batman
    10320 HP ~ Team-Up
    → Grants +25% critical weapon attack chance when grouped with Robin.

    (1) Swarm of Bats200 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockback).
    (2) Explosive Batarang150 power6 sec CD
    → Deals 3 ticks of 120-150 damage (0.25 sec/tick) for a total of 360-450 (405) damage.
    → Hits 8 targets in the target area without splitting (Stun, knockdown).
    → Stuns target on cast.
    (3) Grapple Line125 power3 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Pull, ground, stun).
    (4) Forward Flip125 power3 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    (5) Stealth60 sec CD
    → Changes form/power tray and enters Stealth.
    → Snares self.
    (6) Activate Bat Drone300 power105 sec CD
    → Summons a ranged pet that lasts 40 seconds. Tactical Drone has 929 HP.
    Tactical Drone: Battle Plan 10 sec CD
    → Restores 10 ticks of 30-35 power (1 sec/tick) to nearby allies for a total of 300-350 (325) power restored.
    → Grants +50% critical ability attack damage to nearby allies (11 sec).
    → Does not stack.
    → Restores a total of 37 ticks of 30-35 power for 1110-1295 (1202.5) power if the drone survives its duration.

    ~ Stealth ~
    (1) Surprise Attack
    → Deals 810-1050 (930) damage.
    → Single target (Knockdown).
    → Exits Stealth.
    (2) Cuff 'em15 sec CD
    → Single target (Stun, root).
    → Retains Stealth.
    (3) Sleep Batarang15 sec CD
    → Single target (Stun).
    → Retains Stealth.

    Notes
    → Total of 35% critical weapon attack chance when grouped with Robin.
    → Tactical Drone cuts off Battle Plan at 9 ticks of power on recasts.

    How to Play in LPVE
    Character Analysis
    Batman has below average AoE potential but well above average ST and provides the group with a valuable buff. Becomes more potent when teamed with Robin. A bit twitchy to play effectively, especially when dealing with large groups.

    Weapon(s)

    Power Analysis
    1. Swarm of Bats - Good non-split 360 pbAoE but melee range only
    2. Explosive Batarang - Decent for ST and AoE but very slow to get its damage out and the AoE is only a short range around your target
    3. Grapple Line - Superb ST attack
    4. Forward Flip - Superb ST attack
    5. Stealth - Useful offensively but can be hard to take advantage of if you're holding hate with your DPS
    1. Surprise Attack - The only Stealth power worth using. High damage boost to your rotation if you can get it off
    2. Cuff 'em - Not worth using in LPVE
    3. Sleep Batarang - Not worth using in LPVE
    6. Activate Bat Drone - Save this for boss fights. Excellent for restoring group power and buffing DPS

    Important Rotations
    General Purpose:
    Elbow Drop (tap tap tap hold)(clipped with)>Forward Flip>Elbow Drop (clipped with)>Grapple Line>Repeat
    Note: When dealing with multiple targets that are close together (eg. most of the Trigon's Prison boss fights), clip with Swarm of Bats and Explosive Batarang whenever they're available as long as your power allows. Clip with Stealth>Surprise Attack whenever available. During boss fights, pop Activate Bat Drone w/e available. Jump during Grapple Line to try to stay on top of your target to dramatically increase your attack speed. This can also be done with Cartwheel Kick substituted for Elbow Drop:

    AoE:
    For AoE, either focus individual targets or do Tornado Kick>Smoke Bomb clipped with your AoE powers:
    Tornado Kick (tap tap tap tap tap)>Smoke Bomb (hold after Tornado Kick)(clipped with)>Swarm of Bats>Repeat
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  10. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Bizarro
    8845 HP ~ Super-Strength
    (1) Overhead Smash 125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    → Absorbs 75% damage (0.5 sec).
    (2) Jump Smash 200 power4 sec CDUsable while controlled
    → Deals 2 ticks of 165-225 (195) damage for a total of 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockback, knockdown).
    → Absorbs 75% damage (2.5 sec).
    (3) Annihilate 200 power4 sec CD
    → Deals 3 ticks of 115-145 (130) damage and 6 ticks of 37-75 (56) damage for a total of 567-885 (726) damage.
    → Hits 8 targets in an area and splits after 2 (Push).
    → Absorbs 75% damage (0.75 sec).
    (4) Swoop Attack125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (5) Freeze Vision150 power10 sec CD Vulnerable to interrupt Dodgeable
    → Channels 4 ticks of 210-300 (255) damage (1 sec/tick) for a total of 840-1200 (1020) damage.
    → Single target (Snare, root).
    (6) Heat Breath 150 power5 sec CD Vulnerable to interrupt Dodgeable
    → Channels 7 ticks of 135-150 (142.5) damage (0.5 sec/tick) for a total of 945-1050 (997.5) damage.
    → Inflicts a DoT effect that deals 5 ticks of 15-45 (30) damage (1 sec/tick) for a total of 75-225 (150) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    → The Burning DoT applies after the 4th channelled tick and causes Knockdown.

    How to Play in LPVE
    Character Analysis
    A well above average and extremely tanky bruiser who's fun to play and has some interesting nuances.

    Weapon(s)

    Power Analysis
    1. Overhead Smash - Low cost melee-range conal pbAoE. The animation can be immediately tap cancelled with no ill effect.
    2. Jump Spash - Generally only worth using while controlled. The high cost and extremely long animation make this a very lackluster attack.
    3. Annihilate - Arguably Bizarro's best attack. However, do not do anything until the animation is complete or there's a good chance you'll cancel several of the damage ticks.
    4. Swoop Attack - Effective, low-cost, short-range conal pbAoE and an effective mobility buff (see Movement Capabilities).
    5. Freeze Vision - Only worth using in rare circumstances when target can't be meleed (eg. If Evil Star lives long enough to fly up to the ceiling, which he shouldn't anyways).
    6. Heat Breath - Same as Freeze Vision but with a bit more AoE utility. Avoid using this, as it'll hurt your DPS.

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Annihilate>Backfist (clipped with)>Swoop Attack>Repeat
    Note:
    You can substitute Overhead Smash for Swoop Attack if you'd prefer with no change to DPS or power consumption (but slightly harder to use as you have to insta-cancel Overhead Smash every time).If you get low on power and Soder is down, use the High Efficiency Variant below.

    High Efficiency Variant:
    Backfist (clipped with)>Swoop Attack>Backfist (clipped with)>Overhead Smash (tap cancel)>Repeat
    Note: Only slightly less damage than the BiS variant above. Overhead Smash feels a little awkward at fist, since you can start your next Backfist as soon as the animation start, but not bad once you get used to it.
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  11. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Black Adam
    8845 HP
    (1) Zephyr of Shu150 power6 sec CD
    → Deals 405-495 (450) damage.
    Hits 8 targets in a cone and splits after 2 (Knockdown).
    (2) Heru's Escape300 power6 sec CDUsable while controlled Dodgeable
    → Dashes backward and detaunts.
    → Deals 330-450 (390) damage.
    Hits 8 targets in an area and splits after 2 (Stun).
    → Breakout (3 sec).
    → Absorbs 2250 damage (3 sec).
    (3) Curse of Mehen 200 power40 sec CD Usable while controlled
    → Deals 3 ticks of 90-120 (105) damage (2 sec/tick) for a total of 270-360 (315) damage.
    → Heals 3 ticks of 91-107 (99) health (2 sec/tick) for a total of 273-321 (297) health.
    → Single target.
    (4) Zehuti's Judgment200 power30 sec CD
    → Deals 4 ticks of 81-111 (96) damage (2 sec/tick) for a total of 324-444 (384) damage.
    → Hits 8 targets in a field and splits after 2 (Ground, pull).
    (5) Aton's Volley150 power4 sec CD
    → Deals 330-450 (390) damage.
    Hits 8 targets in an area and splits after 2 (Stun).
    (6) Shazam!50% Supercharge 30 sec CD Dodgeable
    → Changes form/power tray for 6 seconds.
    → Deals 1575-1725 (1650) damage.
    Hits 8 targets in an area and splits after 2 (Knockdown, stun).
    → Heals 1638-2455 (2046.5) health.
    → Grants immunity to control effects and absorbs 10,000 damage (4 sec).
    → Decreases maximum health to 6634 HP (until form ends).

    ~ Teth Adam ~
    6634 HP
    (1) Lunging Strike125 power4 sec CD
    → Deals 330-450 (390) damage.
    Hits 8 targets in a cone without splitting (Knockdown).
    (2) Tornado Kick150 power4 sec CD
    → Deals 165-225 (195) damage.
    Hits 8 targets in a cone and splits after 2.
    (3) Power Punch150 power6 sec CD
    → Deals 165-225 (195) damage.
    Hits 8 targets in an area and splits after 2.
    (4) Kahndaqi Smokebomb 150 power 15 sec CD
    → Stuns 8 targets in an area.
    (5) Backflip Kick Dodgeable
    → Has no power cost or cooldown.
    → Deals 81-105 (93) damage.
    Hits 8 targets in a cone without splitting (Juggle).
    (6) Kick150 power4 sec CD
    → Deals 165-225 (195) damage.
    Hits 8 targets in a cone and splits after 2.
    Notes
    → Black Adam has half the normal supercharge pool, which is why his 50% supercharge empties the full bar.
    → Teth Adam has the same stats as Black Adam (other than health), including the melee weapon buff.
    → Teth Adam uses the regular Martial Arts weapon but lacks the Elbow Drop, Spinning Punch, Smoke Bomb, and Shuriken Storm combos.
    → Teth Adam can recover Supercharge, but it will reset upon return to Black Adam form.

    How to Play in LPVE
    Character Analysis
    An average DPS on par with Shazam. Fun fact: All of the Egyptian gods that grant Black Adam his abilities are represented in the character design. The names and effect of 5/6 of the gods can be found in his power tray (ie. Shu, Heru, Mehen, Aton, and Zehuti). The 6th god, Amon, is the god that grants him his super strength, allowing him to lift and weaponize heavy objects.

    Weapon(s)
    Brawling, Martial Arts (Teth Adam form)

    Power Analysis
    1. Zephyr of Shu - Black Adam's best power and a max-range conal pbAoE
    2. Heru's Escape - Only use this if you're doing a power dump rotation or trying to lose aggro. Jump after cancel the backwards leap in order to stay in range for your next combo. This can be clipped onto other powers.
    3. Curse of Mehen - Not worth using in LPVE.
    4. Zehuti's Judgment - Effective 360 pbAoE pull but long cooldown,
    5. Aton's Volley - Black Adam's second best power.
    6. Shazam! - You're unlikely to fill Black Adam's SC meter in a good LPVE run; if you fill the meter, you're probably having a pretty bad time in general.
    1. Lunging Strike - Normal power damage and doesn't split.
    2. Tornado Kick - Tornado Kick, Power Punch, and Kick are all effectively the same and can be used as a clip in between Lunging Strikes.
    3. Power Punch - See Tornado Kick
    4. Khandaqi Smokebomb - Not worth using in LPVE.
    5. Backflip Kick - Only use if there are lots of targets clumped together. Low damage but no split.
    6. Kick -See Tornado Kick

    Important Rotations
    General Purpose: DO NOT USE THIS IN TRIGON'S PRISON
    Backfist (tap hold hold)(clipped with)>Zephyr of Shu>Backfist (clipped with)>Aton's Volley>[Haymaker (tap tap tap hold hold)(clipped with)>Zephyr of Shu>Backfist (clipped with)>Aton's Volley>Repeat portion in square brackets only]

    Note: If a rotation gets delayed, use Backfist instead of Haymaker into Zephyr of Shu until back on track.

    Trigon's Prison: Backfist (clipped with)>Zephyr of Shu>Backfist (clipped with)>Aton's Volley>Backfist (clipped with)>Zehuti's Judgment>[Backfist (clipped with)>Zephyr of Shu>Backfist (clipped with)>Aton's Volley>Backfist (clipped with)>Heru's Escape (jump cancel)>Repeat portion in square brackets only]

    Note: In most circumstances, you'll be out of power well before Zehuti's Judgment is ready again but Trigon's Prison has such a high volume of CC, interrupts, and boss PVP that it's sustainable.

    Shazam!: Slight ST damage gain but solid gains in 2-target situations
    You don't have much time but try to get 2x Lunging Strikes in and 2-3x Cartwheel Kicks (tap tap hold)
    Shazam!>Lunging Strike>Cartwheel Kick (clipped with)>Tornado Kick>Cartwheel Kick (clipped with)>Lunging Strike

    Note: You can substitute Power Punch or Kick for Tornado Kick. Do not use Khandaqi Smokebomb. Actual output will be slightly higher than seen in the demo, as I missed my 2nd Cartwheel Kick by clipping too early.
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  12. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Catwoman
    9336 HP
    (1) Whip Pull150 power8 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Pull, ground).
    (2) Cat Swipe150 power8 sec CDVulnerable to blockDodgeable
    → Deals 3 ticks of 217-277 (247) damage and 1 tick of 150-180 (165) damage for a total of 801-1011 (906) damage.
    → Single target (Stun).
    (3) Whip Flurry150 power5 sec CDVulnerable to block
    → Deals 4 ticks of 120-150 (135) damage for a total of 480-600 (540) damage.
    → Hits 8 targets in a cone without splitting (Stun).
    (4) Smoke Cloud200 power40 sec CD
    → Absorbs 2478 damage or 3 hits (10 sec).
    → Reflects up to 4 hits for 90-120 (105) damage each for a total of 360-480 (420) damage (10 sec).
    → Single target.
    → Minimum of 1 second (damage absorption) or 0.7 seconds (damage reflection) between each registered hit.
    (5) Backflip125 power3 sec CDUsable while controlledDodgeable
    Deals 330-450 (390) damage or 510-630 (570) damage on helpless enemies.
    → Hits 3 targets in a cone without splitting (Knockdown).
    → Dodge (2 sec).
    (6) Stealth60 sec CD
    → Changes form/power tray and enters Stealth.
    → Snares self.

    ~ Stealth ~
    (1) Surprise Attack
    → Deals 810-1050 (930) damage.
    → Single target (Knockdown).
    → Exits Stealth.
    (2) Sleep Dart15 sec CD
    → Single target (Stun).
    → Retains Stealth.

    Notes
    → Smoke Cloud can reach the damage absorption cap and still reflect damage because the two effects work independently.

    How to Play in LPVE
    Character Analysis
    One of only two characters with Claw as weapon type. Catwoman is well above average in both DPS and tankiness and effective in both ST and AoE situations.

    Weapon(s)

    Power Analysis
    1. Whip Pull - Good pull for setting up trash mobs and excellent in ST rotation
    2. Cat Swipe - High damage but long animation. This can be clipped with Smoke Cloud, Soder, or Breakout with no ill effect.
    3. Whip Flurry - Above average conal pbAoE with excellent range. For ST, animation is much faster if on top of your opponent's head.
    4. Smoke Cloud - Clippable reflect effect. Save this for clipping Cat Swipe.
    5. Backflip - An excellent attack but it puts you out of range for follow-up combos, so avoid it unless your back is to a wall and you won't position yourself out of the fight.
    6. Stealth - Pop this every time it's ready and try to get a Surprise Attack off.
    1. Surprise Attack - Large damage spike. Difficult to pull off if you're the top DPS, as you'll be tanking
    2. Sleep Dart - Not worth using in LPVE.

    Important Rotations
    General Purpose:
    Elbow Drop (tap tap tap hold)(clipped with)>Cat Swipe (clipped with)>Smoke Cloud>Elbow Drop (clipped with)>Whip Flurry>Elbow Drop (clipped with)>Whip Pull>Repeat (see note)

    Note: Try to land Stealth>Surprise Attack whenever it's ready. Always try to clip Cat Swipe with either Smoke Cloud, Breakout, or Soder. Try to stay on your opponents head to gain a large attack speed increase (including faster Whip Flurry animation). You can jump and move during Whip Pull and Cat Swipe but you can't jump during Whip Flurry. This rotation's actual output is higher than what you see here because Smoke Cloud will always deal max damage LPVE where vs the training dummy it does 0 damage (it's also much easier to stay on top of bosses than it is training dummy when using Claw).
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  13. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Cheetah
    9828 HP ~ Berserker
    → Increases damage by +40% when health drops below 35%.

    (1) Rake150 power4 sec CDVulnerable to blockDodgeable
    → Deals 4 ticks of 105-165 (135) damage for a total of 420-660 (540) damage.
    → Hits 3 targets in a cone (but hits 4 targets on its last tick) and splits after 2.
    (2) Poisoned Slash175 power12 sec CDDodgeable
    → Deals 330-450 (390) damage followed by 3 ticks of 15-45 damage (1.5 sec/tick) for 375-585 (480) total damage.
    → Single target (Stun).
    (3) Feral Lunge125 power9 sec CD
    → Deals 330-390 (360) damage.
    → Single target (Knockdown).
    (4) Tendon Cut150 power3 sec CD
    → Deals 2 ticks of 165-225 (195) damage for a total of 330-450 (390) damage.
    → Hits 2 targets in a cone without splitting on the first tick.
    → Hits 8 targets and splits after 2 on the second tick (Ground, knockdown).
    (5) Blood Curse200 power40 sec CDUsable while controlled
    → Absorbs 2478 damage or 3 hits (10 sec).
    Reflects up to 4 hits for 90-120 (105) damage each for a total of 360-480 (420) damage (10 sec).
    → Single target.
    → Minimum of 1 second (damage absorption) or 0.7 seconds (damage reflection) between each registered hit.
    (6) Blood Sacrifice275 power12 sec CDVulnerable to interruptDodgeable
    → Deals 607-742 (674.5) damage.
    → On enemies below 35% HP, deals 1305-1425 (1365) damage.
    → Heals 1638-2455 (2046.5) health if target is KO'd.
    → Single target.
    → 1.5 second cast.

    Notes
    → Berserker increases a 35% damage modifier to a 75% damage modifier.
    → Blood Curse can reach the damage absorption cap and still reflect damage because the two effects work independently.

    How to Play in LPVE
    Character Analysis
    The other Claw character and unfortunately one of the worst picks for LPVE, if not the worst. Built for dueling, her damage absorption and Berzerker mechanic are practically useless in LPVE where the group heal makes the former redundant and prevents the latter. She has to pull out all the stops to even come close to what other characters can do casually, DPS wise. If you need a Truth Villain, pick Circe.

    Weapon(s)

    Power Analysis
    1. Rake - High damage but an extremely long animation. Try to clip this with Soder or Breakout
    2. Poisoned Slash - Decent damage and a much shorter animation time. Arguably her best attack.
    3. Feral Lunge - Average pure ST damage on a slow animation.
    4. Tendon Cut - Average pbAoE damage on a slow animation. You can prevent the animation from moving you too far from your target by jumping after you use this.
    5. Blood Curse - A non-clippable shield/reflect effect. Virtually useless in LPVE.
    6. Blood Sacrifice - Cheetah's hardest hitting attack, but vulnerable to interrupt.

    Important Rotations
    Note: I'm not gonna sugercoat this, Cheetah is just straight bad in LPVE as it's virtually impossible to take advantage of her Berserker trait. At peak performance, you'll be dealing 10-50% less than what other chatacters can do.

    General Purpose:
    Elbow Drop (tap tap tap hold)(clipped with)>Rake (see note)>Elbow Drop (clipped with)>Poisoned Slash>Elbow Drop (clipped with)>Rake (see note)>Elbow Drop (clipped with)>Tendon Cut (see note)>Repeat

    Note: Always try to clip Rake with Breakout or Soder to eliminate the long animation. Jump during Tendon Cut in order to move freely and prevent the animation from moving you out of range for your next combo. Use Blood Sacrifice once your target is below 25% health but if you have hate, be careful to only use it when you have immunity. Try to stay on top of your target's head for a large attack speed increase.
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  14. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Circe
    7863 HP
    (1) Will Of Circe150 power1 sec CDDodgeable
    → Deals 2 ticks of 150-270 (210) damage (1 sec/tick) for a total of 300-540 (420) damage.
    → Single target (Stun).
    (2) Wrath Of Ages200 power1.5 sec CDDodgeable
    → Deals 360-420 (390) damage.
    → Hits 8 targets in the target area and splits after 2 (Stun).
    (3) Mirror Image300 power16 sec CDUsable while controlled
    → Blinks forward and detaunts.
    → Breakout (3 sec).
    → Absorbs 2250 damage (3 sec).
    → Summons a ranged Circe pet that lasts until killed or exploded. Circe has 346 HP.
    Circe: Shattering Mirror
    → Detonates Circe for additional damage.
    → Deals 3 ticks of 300-330 (315) pet damage for a total of 900-990 (945) pet damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (4) Bestiamorph150 power5 sec CDDodgeable
    → Deals 300-420 (360) damage.
    → Single target (Panic).
    → Knocks back up to 4 other enemies in the target area.
    (5) Summon: Bestiamorph Berserker300 power30 sec CD
    → Summons a melee Bestiamorph pet that lasts 35 seconds. Bestiamorph Berserker has 1238 HP.
    (6) Aegis Of Immortality200 power40 sec CD
    → Absorbs 3750 damage or 3 hits (10 sec).
    → Minimum of 1 second between each registered hit.

    How to Play in LPVE
    Character Analysis
    Very simple rotations combined with a shield and a massive damage teleport/detaunt make Circe an excellent and versatile pick for any map but she's a bit thirsty (for power).

    Weapon(s)

    Power Analysis
    1. Will of Circe - Virtually the only ST power worth using
    2. Wrath of Ages - Virtually the only AoE power worth using
    3. Mirror Image - Teleports you forward, detaunts, and summons a mirror image that explodes for massive damage. Use this whenever it's off CD.
    4. Bestiamorph - Not worth using in LPVE.
    5. Summon: Bestiamorph Berserker - Never use this. Even if it does survive the entire duration (it won't), its damage:cost ratio is utterly atrocious.
    6. Aegis of Immortality - Only use this when you need to skip a large section of the map, as it will prevent you from being knocked out of fast movement mode.

    Important Rotations
    General Purpose ST:
    Uppercut (tap tap hold)(clipped with)>Mirror Image>Uppercut (clipped with)>Will of Circe>Uppercut (clipped with)>Will of Circe>Uppercut (clipped with)>Will of Circe>
    Uppercut (clipped with)>Will of Circe>Uppercut (clipped with)>Will of Circe>Uppercut (clipped with)>Will of Circe>Uppercut (clipped with)>Will of Circe>Repeat

    Note: Once out of power, either simply continue to spam Uppercut and clip when able or spam Arcane Blast (ranged-tap ranged-tap ranged-tap ranged-hold) or Pulse Beam (ranged-tap ranged-tap ranged-hold) until you've regained some power. Arcane Blast and Pulse Beam spam both bave higher non-clipped DPS than Uppercut but you'll likely have boss hate, so you may be better off sticking to Uppercut.

    General Purpose AoE:
    Solar Flame (ranged-hold ranged-tap)(clipped with)>[Mirror Image>Solar Flame (clipped with)>Wrath of Ages>Repeat portion in square brackets until out of power]

    Note: Once out of power, simply stick to Solar Flame spam, clipping when able. You can also substitute Power Discharge or Fist Slam for Solar Flame at close range.
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  15. AV Loyal Player

    BACK TO INDEX

    [IMG]
    Deathstroke
    10320 HP
    (1) Concussive Grenade150 power4 sec CD
    → Deals 330-450 (390) damage.
    Hits 8 targets in an area and splits after 2 (Stun).
    (2) Sniper Shot275 power12 sec CDVulnerable to interruptDodgeable
    → Deals 607-742 (674.5) damage.
    → On enemies below 35% HP, deals 1305-1425 (1365) damage.
    → Single target (Knockdown).
    → 1.5 second cast.
    (3) Onslaught300 power4 sec CD
    → Deals 420-495 (457.5) damage.
    → Hits 8 targets in a cone and splits after 2.
    Onslaught Slice Vulnerable to block
    → Deals 607-742 (674.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (4) Shock Staff300 power4 sec CD Dodgeable
    → Deals 420-495 (457.5) damage.
    Hits 8 targets in an area and splits after 2 (Stun).
    (5) Backflip Burst150 power4 sec CD
    → Deals 330-450 (390) damage.
    → Single target.
    Follow-Up Grenade Vulnerable to interrupt Dodgeable
    → Deals 420-480 (450) weapon damage.
    → Hits 4 targets in an area and splits after 1 (Knockdown).
    (6) Covert 60 sec CD
    → Changes form/power tray and enters Stealth.

    ~ Stealth ~
    (4) Skilled Sword150 power5 sec CDVulnerable to block
    → Deals 4 ticks of 165-195 (180) damage for a total of 660-780 (720) damage.
    Hits 3 targets in a cone without splitting (Stun).
    (5) Surprise Attack
    → Deals 810-1050 (930) damage.
    → Single target (Knockdown).
    → Exits Stealth.
    (6) Cuff 'em 15 sec CD
    → Single target (Stun).
    → Retains Stealth.

    How to Play in LPVE
    Character Analysis
    An above average character and one of the most complex and fun to play. Performing well with Deathstroke requires that you understand the flow of his power combos as well as their respective dmg:cost ratios and that you be able to adjust your rotation for the situation.

    Weapon(s)

    Power Analysis
    1. Concussive Grenade - A decent 360 pbAoE with a very large area and a reasonable power cost
    2. Sniper Shot - An effective ranged finisher. This can be countered but as soon as you activate this the damage will go off after a set amount of time. You can jump to unlock your movement (slightly) during the cast. You can clip this with soder or breakout trinket. Sometimes fails to hit target.
    3. Onslaught - A high damage melee power combo with a steep power cost. To do the combo do a melee-hold after initiating the power.
    4. Shock Staff - Above average damage 360 pbAoE but steep power cost. Generally not worth using in LPVE.
    5. Backflip Burst - A high-efficiency combo power with good damage. To do the combo, do a ranged-hold at about the point of the backflip where you're completely upside down (the timing is important but it's easy once you get used to it). Grenade (combo) can hit targets beyond red reticle range.
    6. Covert - Stealth mode but unlike with other characters, it only partially alters your tray.
    4. Skilled Sword - (Actually in the 4th loadout slot) Use this when fighting multiple targets, as the damage doesn't split.
    5. Surprise Attack - (Actually in the 5th loadout slot) Use this when fighting a single target.
    6. Cuff 'em - (Actually in the 6th loadout slot) Do not use this in LPVE.

    Important Rotations
    General Note: Doing well with Deathstroke is a matter of adjusting your burn rate and power consumption for the situation at hand. Early on, you want to sit in "cruise control" dealing decent damage without chewing up your power too quickly. Near the very end of a boss fight, you can throw whatever you've got left out very quickly.

    Cruise Control: Best compromise of dmg:cost over a prolonged encounter. Average damage but sustainable
    Flurry (tap tap tap hold)(clipped with)>Concussive Grenade (see note)>Flurry (clipped with)>Backflip Burst (full combo)>Repeat
    Note: Clip Concussive Grenade with Covert and either Skilled Sword or Surprise Attack (situationally dependent) whenever available. Try to only clip Soder onto Concussive Grenade, not Backflip Burst. If you do need to clip onto Backflip Burst, make sure you do it after the combo grenade has been fired.

    Afterburners: Max DPS but you'll go from max power to empty in less than 30s. Mostly for squishies and trash adds.
    Flurry (clipped with)>Onslaught (full combo)(clipped with)>Concussive Grenade>Repeat

    Note: Clip Covert onto either the Onslaught combo or Concussive Grenade whenever it's available.

    General Note: Maximize your overall output by finding the right compromise between those two extremes for the situation at hand while remembering to leave enough gas in the tank to do Sniper Shots below 35%. In general, you'll want to spend most of the time in Cruise Control. It's rare you'll have enough juice left to go full Afterburner, as your power requirements will increase when you introduce Sniper Shot into the equation at low boss health.

    Example of a Variable Flow Rotation: You can see here how quickly you can switch from "sustainable combat" to "total max DPS power dump," so don't feel rushed.
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    [IMG]
    Doctor Fate
    9336 HP ~ Super-Strength
    (1) Fateful Blast150 power8 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    (2) Cleansing Blast200 power11 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Stun).
    (3) Circle of Judgment200 power30 sec CD
    → Places a Circle of Judgment that affects enemies and allies standing in the area (10 sec).
    → Deals 11 ticks of 45-75 (60) damage (1 sec/tick) for a total of 495-825 (660) damage.
    → Reduces damage of affected enemies by 7% (10 sec).
    → Hits 8 targets in a field and splits after 2 (Ground).
    → Increases maximum health of 8 allies by 1500 HP (10 sec).
    → Circle of Judgment's damage and buffs stack.
    (4) Displacer Orbs300 power60 sec CD
    → Summons a Displacer Orb pet that lasts 30 seconds.
    Displacer Orb: Field
    → Deals 10 ticks of 38-46 pet damage (3 sec/tick) for a total of 380-460 (420) pet damage.
    → Single target (Knockdown).
    (5) Summon: Sentinel of Punishment300 power1.5 sec CD
    → Summons a melee Sentinel pet that lasts until killed. Sentinel of Punishment has 929 HP.
    (6) Summon: Sentinel of Justice300 power1.5 sec CD
    → Summons a melee Sentinel pet that lasts until killed. Sentinel of Justice has 619 HP.
    Sentinel of Justice: Edifying Chant
    → Deals 5 ticks of 10-30 pet damage (1 sec/tick) for a total of 50-150 (100) pet damage.
    → Reduces damage of affected enemies by 7% (6 sec).
    → Hits 8 targets in a field and splits after 2 (Ground).
    → Increases maximum health of pet owner by 1500 HP (6 sec).
    → Edifying Chant's damage stacks, but not its HP buff or damage debuff.
    Notes
    → Only one Sentinel pet may be summoned at a time.
    → Circle of Judgment stacks with itself, but not with Edifying Chant.
    → Circle of Judgment would reduce a 35% damage modifier to 25%. 2 Circles would reduce it to 15%. Likewise, 2 Circles of Judgment would increase max health by 3000 HP.
    → When max health changes, % HP stays constant. At 1200/1500 HP, a +1500 max HP buff would change your health to 2400/3000 HP. The lower your % HP, the less you gain from the health buff.

    How to Play in LPVE
    Character Analysis
    Much like Cheetah, Doctor Fate's kit simply doesn't translate well to LPVE. His schtick is that he buffs the health of the group and lowers the attack of your enemies, which is great in LPVP but pretty useless in LPVE where the group heal makes both effects redundant and pointless. To top this all off, he doesn't actually even have a rotational flow so he has a very derpy & wrong-feeling PVE playstyle. If you need an Arcane Hero, go with Shazam because Doctor Fate is one of the weakest LPVE picks on par with Cheetah (but with better AoE potential).

    Weapon(s)

    Power Analysis
    1. Fateful Blast - "Fate"ful… Ha! Get it?! Anyways this is a decent enough ST attack but it's long CD prevents it from really saving Fate's DPS rotation.
    2. Cleansing Blast - This is actually a really fantastic attack but it's again hampered by a terribly long CD. Contrary to initial appearances, the area on this baby is massive; it's a 360 pbAoE with range slightly beyond maximum. However, if you're point blank the damage procs instantly but if you're at max range it takes a second or two to reach the target.
    3. Circle of Judgment - Excellent damage but, again, atrocious CD. The health buff isn't really helpful in LPVE. I recommend only using this for boss fights or large groups of adds where you know you'll get full damage from it.
    4. Displacer Orbs - Contrary to appearances, this is a pet and it follows pet rules, ie. you can't initiate combat with it even though it looks like a direct attack, it will start attacking a target you're already in combat with. Also, if you leave combat, this pet "de-summons," meaning it's only really helpful on bosses. Lastly, since it is a pet, it can't crit.... making it pretty terrible all round given it's insane CD. As such, only use this in boss fights.
    5. Summon: Sentinel of Punishment - Both pets are lackluster but add ~2.3% to your DPS. This pet has more health and marginally (by 1 DPS) damage so I suggest keeping this one out.
    6. Summon: Sentinel of Justice - Occasionally debuffs your targets attack damage for 6s and increases your max health but only has 2/3 the health of Sentinel of Punishment. As neither the buff nor the debuff are particularly useful, I suggest sticking to the marginally tankier pet.

    Important Rotations
    All You Can Really Do (ST):
    Sooooooo... because of his insane CDs, Doctor Fate doesn't really have any "rotations" per se. For ST, basically, just spam Arcane Blast (highest DPS-when-spammed combo and allows you to move while you're doing it) and clip whatever power's off CD with priority being from left to right. Don't bother using Displacer Orbs outside of boss fights (it'll be a DPS loss and good chance it won't be ready again when you start the boss).

    All You Can Really Do (AoE):
    For AoE it's essentially the same, but with Power Discharge, Fist Slam, or Solar Flame.

    Power Discharge Variant (Point Blank):

    Note: You can also substitute Fist Slam for the combo

    Solar Flame Variant (Max Range):
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    [IMG]
    Donna Troy
    8353 HP
    (1) Reprimand150 power1 sec CDDodgeable
    → Deals 360-420 (390) damage.
    → Single target (Knockdown).
    (2) Concussive Stomp150 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockback).
    (3) Lasso Maelstrom200 power10 sec CDVulnerable to block
    → Channels 5 ticks of 232-292 (262) damage (0.7 sec/tick) for a total of 1160-1460 (1310) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    (4) Persuasive Lasso150 power1 sec CDDodgeable
    → Deals 345-420 (382.5) damage.
    → Single target (Stun, pull).
    Chin Kick Vulnerable to block
    → Deals 420-495 (457.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (5) Girdle Of Rhea200 power40 sec CDUsable while controlled
    → Absorbs 3750 damage or 4 hits (10 sec).
    → Minimum of 1 second between each registered hit.
    (6) Panacea's Gift200 power20 sec CD
    → Heals 9 ticks of 187 health (2.5 sec/tick) for a total of 1683 health.

    How to Play in LPVE
    Character Analysis
    Donna Troy is easy to use and highly versatile. A great pick for any map and one of the stronger all-rounders in LPVE.

    Weapon(s)

    Power Analysis
    1. Reprimand - Her go to ST power and with a mercifully short CD.
    2. Concussive Stomp - A solid short-range 360 pbAoE with a low cost and a reasonable CD.
    3. Lasso Maelstrom - A slight DPS loss if used for ST but amazing for 2+ target situations
    4. Persuasive Lasso - This power's true strength is its high output combined with the fact it can clip its own combo. If you use this as part of a ST rotation, you'll see a slight DPS loss but if you spam this for a total power dump at the end of a fight it's a massive DPS gain.
    5. Girdle of Rhea - In general, only use this if you're about to skip a large area of the map and don't want trash mobs knocking you out of fast movement.
    6. Panacea's Gift - Generally speaking, this is pretty useless in LPVE. However, if you get separated from the group heal and need to hold out for your teammates to catch up, it can help you stay alive. Try not to waste power on this though.

    Important Rotations
    Effective & Efficient ST: Stick to this for main bosses until they're low on health
    Backfist (tap hold hold)(clipped with)>Reprimand>Repeat

    Higher Burn ST but Less Sustainable: Good for squishier sub-bosses who won't last long
    Backfist (clipped with)>Persuasive Lasso (combo)(clipped with)>Reprimand>Repeat

    Power Dump ST: For when the boss is almost dead but you've still got gas in the tank
    Persuasive Lasso (combo)(clipped with)>Repeat

    AoE: Also use this for multi-boss situations, like in Trigon's Prison, since Reprimand is 100% ST
    Since everything you do knocks your targets around, just mix Concussive Stomp, Lasso Maelstrom, and Persuavive Lasso's combo clips onto Backfists however seems appropriate for the current juggle situation.
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    [IMG]
    Felix Faust
    9828 HP ~ Super-Strength
    (1) Soul Siphon150 power12 sec CDVulnerable to interruptDodgeable
    → Channels 3 ticks of 330-450 (390) damage (1 sec/tick) for a total of 990-1350 (1170) damage.
    → Hits 8 targets in a cone without splitting (Pull).
    (2) Skull Scatter200 power9 sec CDUsable while controlled
    → Deals 330-450 (390) damage and 2 ticks of 90-150 (120) damage (1 sec/tick) for 510-750 (630) total damage.
    → Hits 8 targets in an area without splitting.
    Exploding Corpse
    → Detonates Soulless pets for additional damage.
    → Deals 220-300 (260) pet damage.
    → Hits 20 targets in an area and splits after 3 (Knockdown).
    (3) Soul Shield200 power40 sec CD
    → Absorbs 3750 damage or 3 hits (10 sec).
    → Minimum of 1 second between each registered hit.
    (4) Necrobiosis275 power12 sec CDVulnerable to interruptDodgeable
    → Channels 1 tick of 15-22 damage followed by 1 tick of 592-607 (599.5) damage for 607-629 (618) total damage.
    → On enemies below 35% HP, channels 15-22 damage followed by 1305-1425 (1365) damage for 1320-1447 (1383.5) total damage.
    → Single target (Knockdown).
    → Grants +10% critical ability attack chance on the second tick of Necrobiosis.
    → If target is KO'd, animates a melee Restless Soul pet that lasts 60 seconds or until exploded.
    → Restless Soul has 619 HP and has the same abilities as the Savage Soulless pet.
    (5) Summon: Ravenous Soulless300 power1.5 sec CD
    → Summons a melee Soulless pet that lasts until killed or exploded. Ravenous Soulless has 929 HP.
    Ravenous Soulless: Death Grasp
    → Deals 212-237 (254.5) pet damage to itself.
    → Hits 8 targets in an area (Knockdown, stun, ground).
    (6) Summon: Savage Soulless300 power1.5 sec CD
    → Summons a melee Soulless pet that lasts until killed or exploded. Savage Soulless has 619 HP.
    Savage Soulless: Necrotic Blast
    → Deals 26-37 (31.5) pet damage.
    → Hits 4 targets in an area and splits after 2 (Knockback).
    Savage Soulless: Concussion
    → Deals 2 ticks of 33-49 (41) pet damage (1 sec/tick) for a total of 66-98 (82) pet damage.
    → Hits 3 targets in an area and splits after 2 (Stun).
    Notes
    → Only one Soulless pet may be summoned at a time, but multiple Restless Souls may be animated.
    → Total of 15% critical attack chance on the second tick of Necrobiosis.

    How to Play in LPVE
    Character Analysis
    Felix Faust's ST performance leaves a bit to be desired but his AoE for shredding trash mobs is phenomenal. Having a Faust in the group is a great way to speed up maps with add-kill phases like Ace Chemicals (eg. culling the Chemlings at lb) or Hall of Doom Armoury (ie. killing the hidden key mobs quickly via mass murder).

    Weapon(s)

    Power Analysis
    1. Soul Siphon - The single most potent pull & trash-shredder in LPVE
    2. Skull Scatter - Aside from the hilariously excessive and macabre animation, this hits like a truck on top of sacrificing their pets (it's what they're good for) for even more AoE damage.
    3. Soul Shield - In general, only use this before skipping a large portion of the map to prevent trash mobs from knocking you out of fast movement.
    4. Necrobiosis - Not only is this a good ranged finisher but if you deal the killing blow with this, you get a temporary pet that deals damage and can be sacrificed for even more damage.
    5. Summon: Ravenous Soulless - This derpy little turd exists to die and not much else. I don't recommend using him (although he is pretty fun to watch flail around as he follows you)
    6. Summon: Savage Soulless - I recommend this be the pet you pop (before murdering it). There's a solid chance he'll get off 1-2 respectable (for a pet) AoE attacks before we pop him with Skull Scatter.

    Important Rotations
    Much like Doctor Fate, Felix Faust's CDs are quite long so he lacks a fully defined rotation. Follow the best practices below.

    General Purpose ST:
    Spam Arcane Blast ([ranged] tap tap tap tap hold) clipped with Soul Siphon, Skull Scatter, Necrobiosis, and Savage Soulless resummons as required. If you need to conserve power, you can abstain from re-summoning your pet (not very good ST damage on sacrifice). Make sure you'll have Necrobiosis up again for when the target reaches <35% health.


    General Purpose ST:
    Similar to ST but for the combo, spam Power Discharge or Solar Flame and only use Necrobiosis for the killshot (to farm more pets to pop).
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    [IMG]
    Flash
    9828 HP
    (1) Whirling Pummel150 power4 sec CD
    → Deals 330-450 (390) damage.
    Hits 8 targets in an area and splits after 2 (Stun).
    (2) Hyper-Speed Vibration250 power1 sec CD Dodgeable
    → Deals 4 ticks of 165-225 (195) damage (0.5 sec/tick) for a total of 660-900 (780) damage.
    Hits 8 targets in an area and splits after 2 (Stun, Pull, Knockdown).
    (3) Hyper-Speed Hook275 power8 sec CD Dodgeable
    → Deals 330-450 (390) damage.
    → Single target.
    Hyper-Speed Uppercut Vulnerable to block
    → Deals 607-742 (674.5) weapon damage.
    → On enemies below 35% HP, deals 1305-1440 (1372.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    → Cannot be dodged.
    (4) Phase Attack 275 power12 sec CD Dodgeable
    → May chain twice to nearby targets, dealing less damage on each successive jump.
    → If there is only one target, hits that target once. If there are two targets, hits the primary target twice.
    → Deals 330-450 (390) damage on the first hit, 280-350 (315) damage on the second hit, and 20-28 (24) damage on the third hit.
    Single target (affects up to 3 targets in an area).
    (5) Speed Force Spin 200 power10 sec CD Vulnerable to block
    Deals 3 ticks of 232-292 (262) damage (1 sec/tick) for a total of 696-876 (786) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    (6) Quick Dash125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 4 targets in a cone and splits after 2 (Knockdown).

    How to Play in LPVE
    Character Analysis
    Flash is a top-tier character for any map with solid ST and AoE DPS capability and enhanced mobility.

    Weapon(s)
    Martial Arts (Hybrid)

    Power Analysis
    1. Whirling Pommel - Bread & butter power for both ST and AoE rotations. This is a 360 pbAoE with excellent range
    2. Hyper-Speed Vibration - One of the best pulls in LPVE and excellent AoE damage. Very useful for clearing large groups of adds. Do not use this for ST DPS!
    3. Hyper-Speed Hook - An excellent finisher but with a high power cost. Save this for when the boss is below 35%. Combo activated with melee hold.
    4. Phase Attack - Do not use this power. This power is never worth using.
    5. Speed Force Spin - Not nearly as useful or effective as it sounds. Since this knocks enemies away from you, you'll only get maybe 1-2 hits in with it before everything is out of range and its DPS is only good when hitting large groups. Extremely situational. Due to the high power cost, refrain from using this unless you're surrounded by tons of adds such that you're assured to get a lot of hits in.
    6. Quick Dash - Another bread & butter ST/AoE attack for Flash's rotations. Excellent dmg:cost ratio and a very fast animation make this a solid DPS power.

    Important Note: Flash's ranged hold attack, Hastened Burst, is also a teleport than can be spammed to achieve near-fast-movement speeds while in combat, letting him speed through maps.

    Important Rotations
    General Purpose: Optimal DPS:Cost for ST and AoE
    Elbow Drop (tap tap tap hold)(clipped with)>Quick Dash>Elbow Drop (clipped with)>Whirling Pommel>Repeat
    Note: Try to stay on top of your target, as you'll get a massive attack speed boost (hence, in practice, Flash's ST DPS is much higher). Thanks to Flash's ability to do a superspeed double-jump, you can reliably position yourself on the head of even the tallest bosses without interrupting your rotation. Save your finisher for <35% boss health and try to always clip the combo with either Whirling Pommel or Quick Dash.

    Power Dump AoE: Good for pulling and shredding medium to large groups of trash mobs.
    Note: If the group is large enough, consider using Speed Force Spin as well.
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    [IMG]
    General Zod
    9336 HP ~ Super-Strength
    (1) Subjugate125 power1.5 sec CDDodgeable
    → Deals 330-450 (390) damage followed by 4 ticks of 15-45 (30) damage (0.5 sec/tick) for 390-630 (510) total damage.
    → Single target (Stun).
    (2) Kryptonian Grenade Toss175 power8 sec CDUsable while controlledDodgeable
    → Throws 3 grenades that explode when approached or after 10 seconds.
    → Deals 120-150 (135) damage per grenade for a total of 360-450 (405) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (3) Shockwave Punch200 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown, stun).
    (4) Swoop Attack125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (5) Freezing Breath150 power10 sec CDVulnerable to interrupt
    → Channels 4 ticks of 140-200 damage (0.85 sec/tick) for a total of 560-800 (680) damage.
    → Hits 4 targets in a cone and splits after 2 (Snare, root).
    (6) Heat Vision200 power5 sec CD
    → Inflicts a Burning DoT effect on enemies (5 sec).
    → Channels 4 ticks of 60-100 damage (1 sec/tick) for a total of 240-400 (320) damage.
    → Burning deals 5 ticks of 10-30 damage (1 sec/tick) for a total of 50-150 (100) damage.
    → Deals up to 4 ticks of 60-100 and 8 ticks of 10-30 damage for a total of 320-640 (480) damage.
    → Single target (Push).
    → Grants immunity to control effects and absorbs 25% damage while channelling (3 sec).

    How to Play in LPVE
    Character Analysis
    An above average and very fun character who's well balanced for both ST and AoE.

    Weapon(s)
    Martial Arts (Kryptonian Hybrid)

    Power Analysis
    1. Subjugate - On paper, this power looks amazing due to its high damage and low cost. Unfortunately, its animation is too long to make it viable in standard rotations without clipping it with either Soder or Breakout. However, it's important to note that this not only lunges you in from max range but that its damage still applies if used slightly beyond max range, without the lunge, so it's an excellent power for initiating combat.
    2. Kryptonian Grenade Toss - An excellent ST/AoE power best used at point blank range but with a long cooldown. Sneak this into your rotation whenever it's up.
    3. Shockwave Punch - Melee-range 360 pbAoE with a short animation but slightly high power cost.
    4. Swoop Attack - Excellent DMG:cost ratio and a very short animation. Also a mobility enhancer (see Movement Capabilities).
    5. Freezing Breath - Not worth using in LPVE.
    6. Heat Vision - Not worth using in LPVE.

    Important Rotations
    General Purpose: This is a priority rotation with substitutions. See notes.
    Elbow Drop (tap tap tap hold)(clipped with)>Kryptonian Grenade Toss>Elbow Drop (clipped with)>Swoop Attack>Elbow Drop (clipped with)>Shockwave Punch>Elbow Drop (clipped with)>Swoop Attack>Repeat
    Note: If Subjugate (and something to clip it with) is available and you're fighting a ST, make it your next clip. Try to stay on top of your target; standing on your target's head will dramatically increase your combo speed and your DPS.
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