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

  2. AV Loyal Player

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    [IMG]
    Green Arrow
    10320 HP
    (1) Flashbang Arrow200 power3 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Stun).
    (2) Electromagnetic Flurry Shot250 power6 sec CD Vulnerable to interrupt Dodgeable
    → Deals 3 ticks of 139-165 (152) damage for a total of 417-495 (456) damage.
    → Single target (Stun, knockdown).
    → The target will also emit pulses that damage nearby enemies (but not the target itself).
    Electromagnetic Flurry Shot Pulses Dodgeable
    → Deals 3 ticks of 48-69 (58.5) damage for a total of 144-207 (175.5) damage.
    → Hits 8 targets in an area and splits after 2.
    (3) Cryogenic Arrow250 power4 sec CD Dodgeable
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Root, stun).
    (4) Phosphorus Arrow250 power 4 sec CD Dodgeable
    → Deals 330-450 (390) damage followed by 8 ticks of 15-45 damage (1 sec/tick) for a total of 450-810 (630) damage.
    → Hits 8 targets in an area and splits after 2.
    (5) Grapple Line Pull125 power2 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Pull, stun).
    Grapple Bow Slam Vulnerable to block
    → Deals 420-495 (457.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (6) Spinning Crane Kick150 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2.
    Backflip Kick Vulnerable to block Dodgeable
    → Deals 330-450 (390) weapon damage or 510-630 (570) weapon damage on helpless enemies.
    → Hits 3 targets in a cone without splitting (Knockdown).

    How to Play in LPVE
    Character Analysis
    GA has slightly above average ST with above average AoE (but with a somewhat steep power cost). Fun to use and balanced on par with Deathstroke but one of the most complex LPVE characters and arguably the hardest to learn.

    Weapon(s)

    Power Analysis
    1. Flashbang Arrow - A solid, non-split 360 pbAoE but with short range.
    2. Electromagnetic Flurry Shot - This power is a mixed bag. It has above average ST damage at above average cost with a splash of AoE but it's situational. Only use this for power dump. DO NOT CLIP THIS POWER! YOU WILL LOSE MOST OR ALL OF THE DAMAGE.
    3. Cryogenic Arrow - Average AoE DMG with a slightly expensive power cost. DO NOT CLIP THIS POWER! YOU WILL LOSE ALL OF THE DAMAGE.
    4. Phosphorus Arrow - Excellent ST/AoE DMG but an above average power cost. Avoid re-using this until the DoT has expired, as you'll overwrite and lose a large chunk of its damage. DO NOT CLIP THIS POWER! YOU WILL LOSE ALL OF THE DAMAGE.
    5. Grapple Line Pull - GA's most efficient power, made even more efficient via its high damage combo. Initiate combo via melee hold.
    6. Spinning Crane Kick - Slightly less efficient than Grapple Line Pull but still a solid power overall with the combo thrown in. Initiate combo via melee hold.

    Important Rotations
    As with Deathstroke, try to think of GA's rotations as a sort of spectrum of power consumption and adjust your burn rate as required to make sure you don't run out of gas mid-fight.
    Important Note: Don't clip Flurry Shot too early. You'll want the progress bar to be at ~50% when you clip or you'll lose 1/4 of the combo damage.

    Cruise Control: Average rate of power consumption and average ST output.
    Flurry Shot ([ranged] tap tap tap hold <avoid the 4-shot variant>)(clipped with)>Grapple Line Pull (combo)(clipped with)>Spinning Crane Kick (combo)>Repeat
    Note: If you're sitting on a lot of power, consider doing a rotation or two of a more expensive rotation below, depending on how much of the fight is left. If hurting for power, switch to the Max Efficiency rotation.

    Slightly More Gas: Slightly higher output at a slight cost increase and with a little more AoE
    Flurry Shot (clipped with)>Grapple Line Pull (combo)(clipped with)>Spinning Crane Kick (combo)(clipped with)>Phosphorus Arrow>Flurry Shot (clipped with)>Grapple Line Pull (combo)(clipped with)>Spinning Crane Kick (combo)>Repeat

    Note: More sustainable than the Afterburners rotation but you'll still run out of power prematurely if you try to mainline this for an entire bossfight.

    Afterburners: Highest burn rate but you'll be completely out of power very quickly.
    Flurry Shot (clipped with)>Grapple Line Pull (combo)(clipped with)>Spinning Crane Kick (combo)(clipped with)>Phosphorus Arrow>Flurry Shot (clipped with)>Grapple Line Pull (combo)(clipped with)>Spinning Crane Kick (combo)(clipped with)>Electromagnetic Flurry Shot>Repeat

    Note: Only do this if the boss is almost dead and you've got tons of gas left in the tank or if dealing with a much squishier target after which you'll be able to recover power.

    Max Efficiency: Slightly below average DPS but near-negligible power consumption. Indefinitely sustainable.
    Flurry Shot (clipped with)>Grapple Line Pull (combo)>Repeat

    Note: Thanks to the combo's quick animation, this is still passable DPS while you recover some power or wait for Soder. Still, try to avoid having to do this vs Cruise Control if you can help it.

    AoE: The deeper you can bury yourself in a big group of adds for this, the better.
    Impact Arrow (ranged-tap melee-tap)(clipped with)>Phosphorus Arrow>Impact Arrow (clipped with)>Flashbang Arrow>Impact Arrow (clipped with)>Cryogenic Arrow>Impact Arrow (clipped with)>Flashbang Arrow>Repeat

    Note: Try to avoid re-applying Phosphorus Arrow too early, as you'll overwrite the burning DoT. Once out of power just do Arrow Storm spam (or Flurry Shot if targets are too separated):
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    [IMG]
    Guy Gardner
    8845 HP
    (1) Pulverize150 power8 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    Pulverize Combo 50 power Dodgeable
    → Deals 102-124 (113) weapon damage or 131-161 (146) weapon damage on every other use.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    → Alternates between a lower and higher damage when used in succession.
    (2) Construct Missile150 power1 sec CDDodgeable
    → Deals 480-570 (525) damage.
    Hits 8 targets in a cone and splits after 3 (Knockdown).
    (3) Morning Star150 power6 sec CD
    → Deals 297-405 (351) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown, stun).
    (4) Hard Light Barrier200 power40 sec CD Usable while controlled
    → Absorbs 3750 damage or 4 hits (10 sec).
    → Minimum of 1 second between each registered hit.
    (5) Rage Eruption150 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.
    → Hits 8 targets in a cone without splitting (Panic).
    (6) Vicious Pursuit125 power4 sec CD
    → Deals 297-405 (351) damage.
    → Hits 8 targets in a cone without splitting (Knockdown).

    How to Play in LPVE
    Character Analysis
    As will all 2H LPVE characters, Guy is potent, easy to use, and his actual tray is basically just a toolkit for specific situations. He has exceptional AoE output on top of well above average ST and he has a shield for speedrunning maps. He's one of the best all-round characters in LPVE, if not the best, regardless of map.

    Weapon(s)

    Power Analysis
    1. Pulverize - A truncated 360 pbAoE Jackhammer-type attack with excellent range and extreme knockback. Good for when surrounded or dealing with large groups of chaotic adds (eg. key-mob phases in HoD or TP).
    2. Construct Missile - One of the best powers in LPVE and similar to that of other Light characters (eg. Ram, Force of Will). Superb and spammable non-split damage in a forgiving max-range cone.
    3. Morning Star - A very wide, max-range conal pbAoE with moderate damage at a reasonable cost.
    4. Hard Light Barrier - In general, Only spend power on this once the fight is over when you need to skip a portion of the map and don't want to be knocked out of fast movement by trash mobs.
    5. Rage Eruption - Good non-split conal pb AoE initiater vs a large group of spread out trash mobs.
    6. Vicious Pursuit - Low-cost, non-split AoE closing attack.

    Important Rotations
    General Purpose:
    Doomspin (clipped with)>Repeat
    Important Note: Doomspin hits 9 times and you want to start the next combo a split-second before the 8th hit, not before or you'll cancel the final hit and lose damage. Done perfectly, you'll see the 9th hit proc at the same time as the first hit in your next combo and the hit counter will jump up by 2. You can either manually count the hits or do some quick head-math with your hit counter to predetermine which hit you need to start the next combo on.

    2-3+ Target Extreme-DPS Power Dump:
    Ranged tap>Construct Missile>Repeat
    Note: Just spam ranged taps while spamming Construct Missile and it'll work out. This is on par with Doomspin spam vs 2 targets but if able to hit 3+ targets with your Missile spam, this dramatically outperforms it. Also useful vs multi-boss fights that like to block/interrupt a lot (eg. TP). Good way to demolish a group of adds in seconds.

    "I CHOOSE YOU!" Squishy Murder:
    Big Scoop (hold hold)(clipped with)>Construct Missile>Repeat
    Note: Superb burst damage. This is ideal for instagibbing lone trash mobs or key mobs.
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    [IMG]
    Hal Jordan
    8845 HP
    (1) Boxing Gloves125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    → Dodge (1 sec).
    Boxing Combo 1 Interrupts Vulnerable to block
    → Deals 297-446 (371.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    Boxing Combo 2
    → Deals 152-230 (191) weapon damage.
    → Hits 8 targets in a cone and splits after 2.
    Boxing Combo 3
    → Deals 142-213 (177.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2.
    Boxing Combo 4
    → Deals 161-242 (201.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2.
    Boxing Combo 5
    → Deals 156-233 (194.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2.
    (2) Force Of Will150 power1 sec CDDodgeable
    → Deals 480-570 (525) damage.
    Hits 8 targets in a cone and splits after 2 (Knockdown).
    (3) Fusion Blast200 power4 sec CD
    → Deals 330-450 (390) damage.
    Hits 8 targets in an area and splits after 2 (Knockdown).
    (4) Strafing Jet200 power6.5 sec CDDodgeable
    → Deals 330-450 (390) damage followed by 3 ticks of 15-45 damage (1 sec/tick) for a total of 375-585 (480) damage.
    → Hits 8 targets in the target area without splitting (Stun, knockdown, panic).
    → Stuns target on cast.
    (5) Light Cage150 power1.5 sec CDDodgeable
    → Deals 330-450 (390) damage followed by 3 ticks of 15-45 damage (1 sec/tick) for a total of 375-585 (480) damage.
    → Single target (Stun).
    (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
    An above average, easy-to-use character who's a solid pick for most maps but not quite as potent as some of his Light brothers.

    Weapon(s)

    Power Analysis
    1. Boxing Gloves - An extremely efficient combo but with diminishing DPS returns the longer you allow the combo to go on. Only the first two hits are worth using.
    2. Force of Will - One of the best powers in LPVE and similar to that of other Light characters (eg. Ram, Construct Missile). Superb and spammable non-split damage in a forgiving max-range cone.
    3. Fusion Blast - Short range 360 pbAoE
    4. Strafing Jet - Solid max-range AoE with good damage. Good for large groups of trash mobs but has the potentially to lower your overall AoE DPS due to the manner in which it will scatter your targets.
    5. Light Cage - Not worth using. Use Force of Will instead.
    6. Swoop Attack - An extremely efficient power. Also a mobility enhancer (see Movement Capabilities).

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Boxing Gloves (1-hit of combo)(clipped with)>Force of Will>Repeat
    Note: Slightly more DPS than the Power-Saver variant below but a little thirstier.

    Power-Saver General Purpose:
    Backfist (clipped with)>Force of Will>Repeat
    Note: If you get into a really dire power situation, start alternating Force of Will and Swoop Attack.

    2+ Target Power Dump:
    Ring Blast (ranged-hold)(clipped with)>Force of Will>Repeat
    Note: You can also use Strafing Jet whenever it's off CD but be aware that it may scatter your targets and reduce your overall DPS due to the knockback + panic. This also works pretty well in ST situations but does less damage than both General Purpose rotations and at a much greater power cost, so not worth it for ST.
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    [IMG] [IMG]
    Harley Quinn/Future Harley
    10320 HP
    (1) Hammer Spin200 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).
    (2) Glove Punch150 power1.5 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Knockback).
    (3) Bomb Toss150 power12 sec CD
    → Spawns a weaponized bomb that explodes after 15 seconds.
    Bomb Toss 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 (Knockdown).
    Weaponize Smash
    → Deals an additional 30-39 (34.5) weapon damage if smashed.
    → Hits 3 targets in an area without splitting.
    (4) Stealth60 sec CD
    → Changes form/power tray and enters Stealth.
    → Snares self.
    (5) Forward Flip125 power3 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    → Dodge (1.5 sec).
    (6) 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).

    ~ Stealth ~
    (1) Surprise Attack
    → Deals 810-1050 (930) damage.
    → Single target (Knockdown).
    → Exits Stealth.
    (2) Head Bonk15 sec CD
    → Single target (Stun).
    → Retains Stealth.

    How to Play in LPVE
    Character Analysis
    As will all 2H LPVE characters, Harley is potent, easy to use, and her actual tray is basically just a toolkit for specific situations. While she lacks Guy's/Steel's shield, she still brings a lot to the table in terms of mobility & speedrun potential when you get proficient with ziplining and taking advantage of her Bomb to quickly enter fast movement. One of the best characters in LPVE.

    Weapon(s)

    Power Analysis
    1. Hammer Spin - Only half the damage of a Doomspin combo but with none of the wind-up and completely non-split AoE. A great power if used in the right circumstances and excellent for farming immunity for a full Doomspin.
    2. Glove Punch - Efficient non-split conal pbAoE with good range and a short CD. Great for trash mobs that won't live to taste Doomspin.
    3. Bomb Toss - Only use this to quickly enter fast movement in between fights! (See Movement Capabilities). Do not use this in actual combat. Offensively, this is the worst attack in all of LPVE and outright detrimental to the group because, on top of its lackluster DPS, if it gets knocked out of your hands it can CC the entire team. Use Glove Punch, Backflip, and Hammer Spin for AoE instead.
    4. Stealth - Worth considering in boss fights and always worth using against trash mobs
    1. Surprise Attack - Excellent burst damage if you can get it off without being knocked out of Stealth.
    2. Head Bonk - Not worth using in LPVE.
    5. Forward Flip - Good ST burst damage for annihilating squishies.
    6. Backflip - Good AoE burst damage for squishy murder.

    Important Rotations
    General Purpose:
    Doomspin (clipped with)>Repeat
    Important Note: Doomspin hits 9 times and you want to start the next combo a split-second before the 8th hit, not before or you'll cancel the final hit and lose damage. Done perfectly, you'll see the 9th hit proc at the same time as the first hit in your next combo and the hit counter will jump up by 2. You can either manually count the hits or do some quick head-math with your hit counter to predetermine which hit you need to start the next combo on. If your target is low on health or if you're wanting to farm immunity, consider Hammer Spin.

    "WELCOME TO THE PARTY!" Squishy Murder:
    Big Scoop (hold hold)(clipped with)>Backflip>Big Scoop (clipped with)>Forward Flip>Repeat
    Note: Superb burst damage. This is ideal for instagibbing trash mobs or key mobs. Throw in Stealth>Surprise Attack whenever it's available. If you want more AoE, replace Forward Flip with Glove Punch.
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    [IMG]
    Huntress, The
    10320 HP
    (1) Spinning Backhand200 power 4 sec CD Usable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Knockback).
    (2) Wrangle150 power 15 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Stun).
    (3) EMP Canister150 power 8 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Stun, snare).
    (4) Forward Flip125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    (5) Backflip125 power3 sec CD Usable 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/Unequip Crossbows
    → Changes weapon to Dual Pistols or Martial Arts.

    How to Play in LPVE
    Character Analysis
    The Huntress is a solid character. Average ST combined with slightly above average AoE make her decent for any situation and she's easy to use.

    Weapon(s)

    Power Analysis
    1. Spinning Backhand - Usable out to ~60% of max range, this is an effective non-split pbAoE but with a slightly high power cost.
    2. Wrangle - Though the long CD prevents this from being an active part of your ST rotation, its low cost combined with the fact it keeps you in position (unlike Backflip) means you'll want to sub this in whenever you can during boss fights.
    3. EMP Canister - On par with Spinning Backhand; lower cost but only usable out to ~30% max range.
    4. Forward Flip - Her most important and efficient ST attack.
    5. Backflip - A great attack for any situation but with the glaring drawback that it takes you too far from a boss and makes it hard to stay on your target's head if you use it.
    6. Equip/Unequip Crossbows - Always stick to Martial Arts.

    Important Rotations
    General Purpose:
    Spam Elbow Drop (tap tap tap hold) clipped with, in order of priority, Backflip+Breakout/Soder (skip this if you can't clip it during a boss fight), Forward Flip, EMP Canister, Wrangle, or Spinning Backhand while staying on the boss' head.

    Note: You can substitute Cartwheel Kick for Elbow Drop.

    Max Efficiency:
    Elbow Drop (clipped with)>Forward Flip>Elbow Drop (clipped with)>Backflip>Repeat

    Note: ~8% less DPS but a bit more sustainable. Only recommended if getting low on power.

    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)>EMP Canister>Tornado Kick>Smoke Bomb (clipped with)>Spinning Backhand>Tornado Kick>Smoke Bomb (clipped with)>Spinning Backhand>Repeat
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    [IMG]
    John Stewart
    7863 HP
    (1) Baseball Bat125 power1.5 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    → Dodge (1.25 sec).
    Smash 1 Interrupts Vulnerable to block
    → Deals 376-563 (469.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Juggle).
    Smash 2 Interrupts Vulnerable to block
    → Deals 251-378 (314.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    Smash 3 Interrupts
    → Deals 319-391 (355) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (2) Construct Grenade150 power2 sec CDDodgeable
    → Deals 330-450 (390) damage followed by 3 ticks of 15-45 (30) damage (1 sec/tick) for a total of 375-585 (480) damage.
    Hits 8 targets in the target area and splits after 2 (Stun).
    (3) Construct Shield200 power40 sec CD
    → Absorbs 3750 damage or 3 hits (10 sec).
    → Minimum of 1 second between each registered hit.
    (4) Minigun150 power4.5 sec CD Vulnerable to interrupt Dodgeable
    → Channels 6 ticks of 165-225 (195) damage (0.5 sec/tick) for a total of 990-1350 (1170) damage.
    → Hits 8 targets in a cone and splits after 2 (Push, stun).
    (5) Air Raid200 power6 sec CDDodgeable
    → Channels 4 ticks of 90-150 (120) damage (0.5 sec/tick) for a total of 360-600 (480) damage.
    → Grants immunity to control effects and absorbs 75% damage while channelling (3.5 sec).
    → Hits 8 targets in a cone without splitting (Knockdown).
    (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
    An extremely easy to use and well above average character who is almost exclusively pftt. Plays very similarly to Kyle Rayner.

    Weapon(s)

    Power Analysis
    1. Baseball Bat - John's most important, efficient, and spammable attack. Only use the first two hits unless you're out of power. If you're too far from your intended target, the first hit won't deal damage (same behavior as Rage's Outrage power). If doing the full combo, be careful not to hit the final melee tap more than once or you're cancel the final hit.
    2. Construct Grenade - A decent max-range AoE for trash clear but don't reapply it as soon as it's off CD or you'll overwrite some of the DoT.
    3. Construct Shield - In general, only use this before skipping a portion of the map to avoid being knocked out of fast movement.
    4. Minigun - Decent against large groups of adds but inferior to Baseball Bat spam for smaller groups.
    5. Air Raid - This is John's best 3+ target AoE attack.
    6. Swoop Attack - An extremely efficient power. Also a mobility enhancer (see Movement Capabilities).

    Important Rotations
    General Purpose:
    Baseball Bat (1st hit of combo)(clipped with)>Repeat

    Note: Once low on power, just do more of the combo. Except for specific situations with lots of spread out trash mobs, this really is all you need to do to thrive with John.
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    [IMG]
    Joker, The
    10320 HP
    (1) Get Back200 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hist 8 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) Confetti Bomb150 power5 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in the target area without splitting (Stun).
    (4) Barrel of Laughs300 power105 sec CD
    → Summons 3 melee/ranged goon pets that last 40 seconds each. Each Joker Goon has 619 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 Crowbar
    → Changes weapon and movement mode to Dual Pistols/Flight or One Handed/Acrobatics.

    How to Play in LPVE
    Character Analysis
    A fun to use character with slightly below average ST output and average AoE potential. The Joker's main strength is his extreme power efficiency.

    Weapon(s)

    Power Analysis
    1. Get Back - Good non-split AoE but with a very short range.
    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. Confetti Bomb - The Joker's best AoE power. Targeted, non-split, max-range AoE with a low cost.
    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 Crowbar - Stick with Crowbar (ie. One Handed).

    Important Rotations
    General Purpose:
    Flurry (tap tap tap hold)(clipped with)>Backflip>Quick Chop (hold)>Repeat
    Note: 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)>Confetti Bomb>Flurry (clipped with)>Backflip (clipped with)>Breakout>Flurry (clipped with)>Get Back>Flurry (clipped with)>Backflip (clipped with)>Soder Cola (see note)>Repeat as able
    Note: Only go clip-happy with Barrel of Laughs, Soder Cola, and Breakout Trinket like this during boss fights. 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). If this isn't possible, follow-up Backflip with Quick Chop before carrying on with the rotation. Once low on power, revert to General Purpose as much as required.
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    [IMG]
    Kilowog
    9336 HP ~ Super-Strength
    (1) Jackhammer150 power8 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    Jackhammer Combo 50 power Dodgeable
    → Deals 111-146 (128.5) weapon damage.
    → Hits 8 targets in an area 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) Ground Spike150 power2.5 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Juggle).
    (4) Construct Clap150 power6 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Stun).
    (5) 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).
    (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 Arkillo.

    Weapon(s)

    Power Analysis
    1. Jackhammer - Since every non-boss LPVE mob can be CC'd by every character, this isn't as effective as Earth's Jackhammer in practice. 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 lower than a proper ST rotation and its power consumption is through the roof.
    2. Ram - Solid non-split ranged AoE damage on a short CD. However, unlike Amon Sur's Ram and similar attacks (eg. Force of Will), the cooldown on this doesn't start until the animation is complete, meaning it's not spammable. You can jump during cast to free up your movement.
    3. Ground Spike - No real reason to use this over Ram ever.
    4. Construct Clap - No real reason to use this over Ram ever.
    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. Jump cancellable.
    6. Swoop Attack - Solid damage for a low power cost and a mobility enhancer (see Movement Capabilities).

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Ram>Repeat
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    [IMG]
    Kyle Rayner
    8845 HP
    (1) Construct Pencil125 power1.5 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    → Dodge (1.25 sec).
    Construct Pencil 1 Interrupts Vulnerable to block
    Deals 376-563 (469.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Juggle).
    Construct Pencil 2 Interrupts Vulnerable to block
    Deals 251-378 (314.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    Construct Pencil 3 Interrupts
    Deals 319-391 (355) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (2) Inspired Blast200 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 4 targets in an area without splitting (Knockdown).
    (3) Flying Fists125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 4 targets in a cone and splits after 2 (Knockdown).
    (4) Lantern Ward 200 power20 sec CD
    → Places a Blue Lantern that damages and pushes back nearby enemies.
    → Deals 4 ticks of 82-112 (97) damage (2 sec/tick) for a total of 328-448 (388) damage.
    → Hits 8 targets in a field and splits after 2 (Push).
    (5) Mind Over Matter200 power40 sec CD Usable while controlled
    → Absorbs 3750 damage or 3 hits (10 sec).
    → Restores 20-29 power on each hit for a total of 60-87 (73.5) power restored.
    → Minimum of 1 second between each registered hit.
    (6) Conflagrate200 power6.5 sec CDDodgeable
    → Deals 330-450 (390) damage followed by 3 ticks of 15-45 damage (1 sec/tick) for a total of 375-585 (480) damage.
    → Hits 8 targets in the target area without splitting (Stun, knockdown, panic).
    → Stuns target on cast.

    How to Play in LPVE
    Character Analysis
    An extremely easy to use and well above average character who is almost exclusively pftt. Plays very similarly to John Stewart but with additional low-power options.

    Weapon(s)

    Power Analysis
    1. Construct Pencil - Kyle's most important, efficient, and spammable attack. Only use the first two hits unless you're out of power. If you're too far from your intended target, the first hit won't deal damage (same behavior as Rage's Outrage power). If doing the full combo, be careful not to hit the final melee tap more than once or you're cancel the final hit.
    2. Inspired Blast - Melee range 360 pbAoE.
    3. Flying Fists - This is basically a cooler looking version of Swoop Attack. Effective and efficient ST/AoE DPS and a mobility enhancer (see Movement Capabilities).
    4. Lantern Ward - This is a waste of power in LPVE.
    5. Mind Over Matter- In general, only use this before skipping a portion of the map to avoid being knocked out of fast movement.
    6. Conflagrate - Excellent power for initiating AoE vs a clump of trash mobs. Above average non-split AoE.

    Important Rotations
    General Purpose:
    Construct Pencil (1 hit of combo)(clipped with)>Repeat
    Note: Once low on power, just do more of the combo intermixed with Flurry (tap tap tap hold). Except for specific situations with lots of spread out trash mobs, this really is all you need to do to thrive with Kyle.
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    [IMG]
    Lex Luthor
    9828 HP ~ Super-Strength
    (1) Quantum Barrage200 power4 sec CDDodgeable
    → Deals 6 ticks of 49-79 (64) damage for a total of 294-474 (384) damage.
    → Single target.
    (2) Energy Matrix150 power3 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Stun).
    (3) Laser Beam150 power0.5 sec CDDodgeable
    → Channels 3 ticks of 90-150 (120) damage (0.5 sec/tick) for a total of 270-450 (360) damage.
    → Inflicts a DoT effect which deals 4 ticks of 90-150 (120) damage (1 sec/tick) for a total of 360-600 (480) damage.
    → Single target.
    → DoT applies when the channel ends or is canceled.
    (4) EMP200 power3 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    (5) Tactical Blast125 power4 sec CDDodgeable
    → Deals 330-450 (390) damage or 510-630 (570) damage on helpless enemies.
    → Hits 8 targets in a cone without splitting (Knockdown).
    → Dodge (2 sec).
    (6) LexCorp Surface Strike200 power
    15 sec CDDodgeable
    → Spawns an inferno that damages enemies in the strike area for 7 seconds.
    → Deals 3 ticks of 90-150 (120) damage for a total of 270-450 (360) damage.
    → Inflicts a DoT effect that deals up to 7 ticks of 15-45 (30) damage (1 sec/tick) for a total of 105-315 (210) damage.
    → Overall, deals up to a total of 375-765 (570) damage.
    → Hits 8 targets in the target area and splits after 2 (Stun, root, knockdown).

    How to Play in LPVE
    Character Analysis
    Fun and effective. Well above average across the board. Lex is arguably the most aesthetically unique Legends character and he has some fun quirks. Also, some of his powers actually Taunt, allowing him to tank even if he's not the top DPS at the time; no other LPVE character can do this. Lastly, his overall playstyle is the closest to non-Legends PVE play, so he's an excellent gateway character to get into Legends content.

    Weapon(s)

    Power Analysis
    1. Quantum Barrage - Lex' worst attack by far. This follows OG projectile rules (ie. every projectile has to hit for its damage to count) so it's only useful at point blank range. Don't waste power on this.
    2. Energy Matrix - Wide conal pbAoE with good range and average DMG:cost. Jumping during the animation will free up your movement.
    3. Laser Beam - Lex' best and most interactive ST attack. The DoT kicks in the moment channeling stops, and the channeling can be jump cancelled, so you can either let it go the full duration for higher overall dmg or cancel it immediately for higher overall rotational DPS. When jump cancelled, this power hits for 1 tick of 90-150 (120) + 4 ticks of 90-150 (120) for a total combined dmg of 450-750 (600), making it one of the strongest non-finisher attacks in LPVE at a very low cost.
    4. EMP - 360 pbAoE effective out to 50% of max range. Good for situations with lots of trash mobs all around you. However, this has a hefty knockback and it will scatter your targets, potentially hurting your overall AoE DPS.
    5. Tactical Blast - This is Lex' suped up version of Backflip and it has arguably the coolest power animation in the entire game. Also, unlike Backflip, you can jump cancel the actual backwards propulsion portion of this attack, making it extremely effective in ST and AoE rotations alike thanks to its high damage and low cost.
    6. LexCorp Surface Strike - Solid max-range AoE but with a long cooldown and a slightly long animation. Best clipped with either Breakout or Soder.

    Important Rotations
    Aggressive General Purpose:
    Uppercut (tap tap hold)(clipped with)>LexCorp Surface Strike>Uppercut (clipped with)>Laser Beam (jump cancel)>Uppercut (clipped with)>Tactical Blast (jump cancel)>Uppercut (clipped with)>Laser Beam (jump cancel)>Uppercut (clipped with)>Tactical Blast (jump cancel)>Uppercut (clipped with)>Laser Beam (jump cancel)>Uppercut (clipped with)>Tactical Blast (jump cancel)>Uppercut (clipped with)>Laser Beam (jump cancel)>Uppercut (clipped with)>Repeat

    Note: Highest sustained ST DPS but only slightly ahead of the more sustainable variant below. Try to always clip LexCorp Surface Strike with Breakout or Soder.

    Sustained General Purpose:
    Same as above but with Power Blast ([ranged] tap tap tap hold) substituted in place of Uppercut

    Note: This has a bit better power return and slightly less power spam so you can keep it going for longer without much DPS loss. Also more mobile. Try to always clip LexCorp Surface Strike with Breakout or Soder.

    AoE:
    Solar Flame ([ranged] hold tap)(clipped with)>LexCorp Surface Strike>Solar Flame (clipped with)>Tactical Blast (jump cancel)>Solar Flame (clipped with)>Energy Matrix>Solar Flame (clipped with)>Tactical Blast (jump cancel)>Solar Flame (clipped with)>Energy Matrix>Solar Flame (clipped with)>Tactical Blast (jump cancel)>Solar Flame (clipped with)>Energy Matrix>Repeat
    Note: In chaotic situations, you may consider substituting EMP for Energy Matrix but be aware that it will scatter your targets. Try to always clip LexCorp Surface Strike with Breakout or Soder.

    Close-Range Twitchy AoE:
    Power Discharge (ranged-tap melee-tap)(clipped with)>LexCorp Surface Strike>Power Discharge (clipped with)>Tactical Blast (jump cancel)>Power Discharge (clipped with)>Energy Matrix>Solar Flame (clipped with)>Tactical Blast (jump cancel)>Power Discharge (clipped with)>Energy Matrix>Solar Flame (clipped with)>Tactical Blast (jump cancel)>Power Discharge (clipped with)>Energy Matrix>Solar Flame (clipped with)>Tactical Blast (jump cancel)>Repeat
    Note: Can also use Fist Slam. Higher output potential but only if you can keep in range for Power Discharge/Fist Slam, which can be a challenge with Lex since he's knocking the trash mobs around a fair bit. Try to always clip LexCorp Surface Strike with Breakout or Soder. This is situational.
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    [IMG]
    Nightwing
    10320 HP
    (1) Taser Line125 power2 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Pull, stun).
    (2) Wing-Ding Flurry200 power5 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Stun, knockdown).
    (3) Escrima Slam200 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    (4) Clink150 power12 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Encasement).
    (5) Forward Flip125 power3 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    → Dodge (1.5 sec).
    (6) 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).

    How to Play in LPVE
    Character Analysis
    An average but versatile character. Easy to use but maxing his output calls for some fast clips and smart combo adjustment. Solid pick for beginners.

    Weapon(s)

    Power Analysis
    1. Taser Line - Solid ST attack with minimum power cost.
    2. Wing-Ding Flurry - Average conal pbAoE power. Usable within 50% of max range.
    3. Escrima Slam - Average 360 pbAoE power but with a short range (melee range only)
    4. Clink - DO NOT USE THIS POWER. Ever,This is one of the worst powers in LPVE. There is never any reason to use this and, while Encased, your target is protected (damage is dealt to "Encased" from damage and will get bounced around by attacks. This is a heavy-handed editorial note, I know, but if you use this power you will look like an absolute n00b and everyone who knows what they're doing will low-key hate you.
    5. Forward Flip - Another efficient ST attack on par with Taser Line.
    6. Backflip - This is potentially Dick's hardest hitting power but with the disadvantage that it moves you out of range of your target. Try to only use it when you can clip it to prevent the animation.

    Important Rotations
    General Combo Explanation:
    DW is extremely forgiving in that every single melee combo is just a hold following a set number of taps. You're gonna wanna stick to either 1-tap (Whirlwind Overstrike) or, if low on power, 3-taps (Stunning Strike) as everything else will be a DPS loss as per this combo demo:

    Aggressive ST:
    Whirlwind Overstrike (tap hold)(clipped with)>Taser Line>Whirlwind Overstrike (clipped with)>Forward Flip>Repeat
    Note: You can stand on the boss' head to dramatically increase your attack speed (but be prepared to do some extremely quick clips). If you need to conserve power, switch your combo to Stunning Strike (notable DPS loss but more sustainable). Alternatively, you can begin fights with Stunning Strike then switch to Whirlwind Overstrike near the end for a power dump. When you have a clip available and your target is CC'd (or if you're near a wall and you know you won't be thrown out of range), throw a clipped Backflip into the mix for a slight DPS boost. For multi-target boss fights, do Stunning Strike clipped with Wing-Ding Flury or Escrima Slam.

    General Note: For AoE, you can do essentially the same but with your AoE powers substituted for your ST ones (but use Stunning Strikes, as it's all AoE).
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    [IMG]
    Power Girl
    9828 HP ~ Super-Strength
    (1) Knockout Kick150 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown, stun).
    (2) Shockwave Stomp200 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockback).
    (3) Whirlwind Attack200 power2.5 sec CDUsable while controlledDodgeable
    → 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 (Pull, Knockdown).
    (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
    My personal favourite LPVE character. Simple and effective with an emphasis on sharp rotation execution. A real back-to-basics character with a lot of potential, good for beginners and experts alike.

    Weapon(s)

    Power Analysis
    1. Knockout Kick - Average power:cost on a shot CD. Good for ST and AoE.
    2. Shockwave Stomp - Decent melee-range 360 pbAoE.
    3. Whirlwind Attack - One of the better pulls in LPVE and decent damage. Good when dealing with trash adds from multiple directions.
    4. Swoop Attack - Kara Zor-L's most efficient attack. Good for ST and AoE and an effective mobility enhancer (see Movement Capabilities).
    5. Freezing Breath - In general, don't waste power on this in LPVE. If you do use this, tap cancel it after 2 ticks of damage.
    6. Heat Vision - In general, don't waste power on this in LPVE.

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Swoop Attack>Backfist (clipped with)>Knockout Kick>Repeat

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

    (1) Batarang Fan150 power5 sec CDUsable while controlledDodgeable
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Stun).
    (2) Staff Flurry200 power12 sec CDVulnerable to interrupt
    → Channels 4 ticks of 210-270 (240) damage (1 sec/tick) for a total of 840-1080 (960) damage.
    → Hits 8 targets in a cone without splitting (Push).
    → Absorbs 1500 damage while channelling (3 sec).
    (3) Flipline125 power2 sec CDDodgeable
    → Deals 375-525 (450) damage.
    → Single target (Stun).
    (4) Stealth60 sec CD
    → Changes form/power tray and enters Stealth.
    → Snares self.
    (5) Forward Flip125 power3 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    → Dodge (1.5 sec).
    (6) Backflip Escape125 power4 sec CDDodgeable
    → Deals 330-450 (390) damage or 510-630 (570) damage on helpless enemies.
    → Hits 8 targets in a cone without splitting (Knockdown).
    → Dodge (2 sec).
    → Launches backwards.

    ~ Stealth ~
    (1) Surprise Attack
    → Deals 810-1050 (930) damage.
    → Single target (Knockdown).
    → Exits Stealth.
    (2) Tied Up15 sec CD
    → Single target (Stun).
    → Retains Stealth.

    Notes
    → Total of 35% critical weapon attack chance when grouped with Batman/Future Batman.

    How to Play in LPVE
    Character Analysis
    Simple and effective. The Knight category is a good beginner category in general and Robin is no exception. As the only Staff character, Robin has a somewhat unique playstyle. He's also extremely power efficient.

    Weapon(s)

    Power Analysis
    1. Batarang Fan - Robin's go-to AoE. Conal, non-split pbAoE effective out to ~40% max range.
    2. Staff Flurry - Effective to ~90% of max range. Wide-area conal pbAoE over a 4s period with a long CD. Very effective vs large groups of spread out trash mobs.
    3. Flipline - One of the best and most efficient pure ST powers in LPVE. High damage, low cost, and a short CD mean this is effectively the only ST power we need.
    4. Stealth - Pop this everytime you can when you're reasonably assured you can get Surprise Attack off.
    1. Surprise Attack - High burst ST damage if your Stealth isn't interrupted.
    2. Tied Up - Not worth using in LPVE.
    5. Forward Flip - A decent ST attack power but redundant on Robin outside of pure power dump scenarios.
    6. Backflip Escape - Great damage vs a helpless target but only useful if you can clip it with Breakout (clipping with Soder does not prevent movement from occurring). This power has an extreeeeeeeme backwards animation attached to it. When it says "escape" it really means escape.... this will put you into the next time zone. The effect is so pronounced that this power is best used for enhancing your mobility between fights (face the opposite direction and pop it to explode yourself down the hallway).

    Important Rotations
    ST:
    Martial Flowers (tap hold tap)(clipped with)>Flipline>Repeat
    Note: Substitute [Stealth + Surprise Attack] and [Bacflip Escape + Breakout] whenever possible. You can also see near the end of the demo reel how Soder doesn't properly clip Backflip Escape.

    Power Regen ST:
    Leaping Overhead Smash Combo (tap hold hold hold hold)(clipped with)>Flipline>Repeat
    Note: Less damage than standard ST rotation but you'll regain power quickly.

    AoE:
    Downward Smash Combo (tap tap tap hold hold)(clipped with)>Batarang Fan>Downward Smash Combo (clipped with)>Staff Flurry (jump cancel)>Downward Smash Combo (clipped with)>Batarang Fan>Downward Smash Combo (clipped with)>Flipline>Repeat

    Note: Substitute [Stealth + Surprise Attack] and [Bacflip Escape + Breakout] for Flipline whenever possible, With larger groups of spread out adds, you may want to let Staff Flurry go longer w/o jump cancelling it.
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    [IMG]
    Saint Walker
    7863 HP
    (1) Salvo Of Adara150 power0.75 sec CDDodgeable
    → Deals 5 ticks of 72-84 (78) damage for a total of 360-420 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (2) Azure Shockwave200 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    (3) Purposeful Strikes275 power25 sec CDVulnerable to interruptDodgeable
    → Deals 3 ticks of 90-150 damage followed by 1 tick of 612-741 (676.5) damage for 882-1191 (1036.5) total damage.
    → On enemies below 35% HP, deals 1305-1425 (1365) damage on the final tick for 1575-1875 (1725) total damage.
    → Single target (Stun, knockdown).
    → Restores 125-199 (162) power if target is KO'd.
    → 1.6 second cast.
    (4) Temperance200 power30 sec CD
    → Places a Blue Lantern that damages and pushes back nearby enemies.
    → Deals 4 ticks of 82-112 (97) damage (2 sec/tick) for a total of 328-448 (388) damage.
    → Hits 8 targets in a field and splits after 2 (Push).
    (5) Sustaining Spirit200 power40 sec CD Usable while controlled
    → Absorbs 3750 damage or 3 hits (10 sec).
    → Restores 20-29 power on each hit for a total of 60-87 (73.5) power restored.
    → Minimum of 1 second between each registered hit.
    (6) Hope50% Supercharge300 sec CD
    → Grants immunity to control effects and absorbs 10,000 damage (2.2 sec).
    → Restores 9900 HP and 1000 power.

    How to Play in LPVE
    Character Analysis
    An average to slightly below average character overall but one of the weakest members of the Light family. Saint Walker is a bit annoying to use due to some clunky animations on his rotation powers. He also scatters trash mobs to the nine winds with everything he does, which lowers overall group AoE DPS. Built for LPVP, not LPVE. I advise not using him unless you have to for team-up feats

    Weapon(s)

    Power Analysis
    1. Salvo of Adara - An average but spammable wide conal pbAoE effective out to max range. This mercifully follows new-school projectile rules, ie. if one ball hits, you get credit for the full volley on every nearby target. If balls hit different targets that are outside a single "blast radius" you will get additional "bonus" procs. You can't clip or cancel the long animation on this but jumping during cast does partially free up your movement (lets you slide around while remaining on the ground). This animation has a long and aggravating dovetail.
    2. Azure Shockwave - Decent non-split close-range (~30% 360 pbAoE).
    3. Purposeful Strikes - The hardest hitting finisher in LPVE and a hard-hitting power its own right but with an exceptionally long CD such that you'll only get this off a single time once the boss is below 35%. Try to make sure you have immunity before you use this (worth saving Breakout for this). If you try to jump during or clip this you will cancel all of the remaining damage. Despite the short animation, this also has a long and aggravating dovetail.
    4. Temperance - In general, this isn't worth using in LPVE. Only passable vs large, chaotic groups of trash mobs.
    5. Sustaining Spirit - Only use this in between fights when trying to skip large portions of the map in order to prevent trash mobs from knocking you out of fast movement.
    6. Hope - You'll virtually never get any benefit from the healing aspect of this but if you manage to fill the bar it's worth keeping it as a secondary Breakout effect for finisher.

    Important Rotations
    General Note: Try to stand on your targets head (or get them stuck directly above you if Flying) as this will dramatically increase your MA attack speed.

    ST:
    Elbow Drop (tap tap tap hold)(clipped with)>Salvo of Adara (jump cancel)>
    Note: As per power analysis, you can't actually jump cancel Salvo, it just lets you move while you cast it (which is important because you're probably going to blow your target 20ft away from you and you'll wanna keep up). When you have immunity, you can throw Purposeful Strikes into the mix but try to make sure it's always off CD for when the boss is below 35% health.

    AoE:

    Elbow Drop (clipped with)>Azure Shockwave>Elbow Drop (clipped with)>Salvo of Adara>Repeat
    Note: In chaotic situations, consider throwing Temperance into the mix as well. There's really no good way to go about this vs trash mobs as everything Saint Walker does juggles everything a mile away. You may also want to consider using Enhanced Shuriken combo (less DPS but won't have to move around as much). Better for focusing individual squishies while splashing the rest.

    Smoke Bomb Variant:
    Tornado Kick (tap tap tap tap tap)>Smoke Bomb (hold after Tornado Kick)(clipped with)>Azure Shockwave>Repeat
    Note: Better for large groups of squishies.
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    [IMG]
    Shazam
    8845 HP
    (1) Mercury'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).
    (2) Atlas Slam150 power4 sec CD
    → Deals 330-450 (390) damage.
    Hits 8 targets in an area and splits after 2 (Stun).
    (3) Zeus' Fury 150 power6 sec CD
    → Deals 420-492 (456) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (4) Atlas' Remedy200 power20 sec CD
    → Heals 3 ticks of 187 health (2.5 sec/tick) for a total of 561 health.
    (5) Herculean Strike275 power8 sec CD Dodgeable
    → Deals 330-450 (390) damage.
    → Single target.
    Haymaker Combo 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.
    (6) Shazam!100% Supercharge 6 sec CD Dodgeable
    → Changes form/power tray until death or using Shazam! in Billy Batson form.
    → Deals 3150-3450 (3300) damage.
    → Deals an additional tick of 330-450 (390) damage to blocking targets.
    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).

    ~ Billy Batson ~
    8845 HP
    (1) Make Clear 5 sec CD
    (2) Awareness 5 sec CD
    (3) Zzz 5 sec CD
    (4) Admonishing Fist Shake 5 sec CD
    (5) Harsh Tears 5 sec CD
    (6) Shazam!100 power 6 sec CD Dodgeable
    Returns to Shazam form.
    → Deals 510-750 (630) damage.
    Hits 8 targets in an area and splits after 2 (Knockdown, stun).
    → Heals 600-900 (750) health.
    → Grants immunity to control effects and absorbs 10,000 damage (4 sec).

    Notes
    → Billy Batson has the same stats as Shazam but lacks the melee weapon buff.
    → Billy's only weapon attack is a Melee Attack that deals the same damage as a 1H's Melee Attack.
    → Billy can recover Supercharge which won't reset upon return to Shazam form.
    → Shazam! has a cast time of 0.75 sec, so the minimum time between first using Shazam! and returning back to Shazam form is around 7.5 sec.

    How to Play in LPVE
    Character Analysis
    An average DPS on par with Black Adam. Fun fact, neither Solomon nor Achilles are represented in Shazam's power names but the other gods are.

    Weapon(s)

    Power Analysis
    1. Mercury's Escape - Average 360 pbAoE DMG effective to ~30% of max range plus detaunt. Due to its extremely high power cost, this should not generally be used in rotation except in trash clear AoE power dump situations. You can jump cancel the backwards motion. This is can be clipped onto other powers (very useful for trash clear power spam).
    2. Atlas Slam - Same damage as Mercury's Escape but half the cost and effective to ~50% of max range.
    3. Zeus' Fury - Shazam's hardest hitting attack. Conal pbAoE effective up to max range.
    4. Atlas' Remedy - In general, this isn't worth using in LPVE as the group heal is more than sufficient. However, this can be used as an expensive clip if you want.
    5. Herculean Strike - An excellent finisher on par with the other combo finishers in LPVE. A bit expensive so you'll want to wait for 35% before introduce it to your rotation. Combo activated with melee hold.
    6. Shazam! - You'll virtually never fill your SC bar in LPVE unless something has gone horribly wrong. However, this does a ridiculous amount of damage.
    1. Make Clear - This is a taunt. Don't waste time on this except for the lulz.
    2. Awareness -This is a taunt. Don't waste time on this except for the lulz.
    3. Zzz -This is a taunt. Don't waste time on this except for the lulz.
    4. Admonishing Fist Shake -This is a taunt. Don't waste time on this except for the lulz.
    5. Harsh Tears -This is a taunt. Don't waste time on this except for the lulz.
    6. Shazam! - Pop this as soon as you can after your form change to return back to Shazam form and deal an additional burst of DMG.

    Important Rotations
    General Purpose: DO NOT USE THIS ROTATION IN TRIGON'S PRISON
    Backfist (tap hold hold)(clipped with)>Zeus' Fury>Backfist (clipped with)>Atlas Slam>[Haymaker (tap tap tap hold hold)(clipped with)>Zeus' Fury>Backfist (clipped with)>Atlas Slam>Repeat portion in square brackets]

    Note: When a boss reaches 35% health, start adding Backfist (clipped with)>Herculean Strike (combo)(clipped with)>Zeus' Fury to your rotation whenever you can (an example of this can be seen at the end of the demo vid). That's also a viable technique for instagibbing trash mobs, in addition to sometimes just dropping Mercury's Escape for a 360 pbAoE vs trash mobs if the situation calls for it. You can do a power dump by clipping Mercury's Escape onto your other powers when it's available but leave enough gas in the tank for Herculean Strike combo + clip.


    Trigon's Prison:
    Backfist (tap hold hold)(clipped with)>Zeus' Fury>Backfist (clipped with)>Atlas Slam>Backfist (clipped with)>Mercury's Escape (jump cancel)>Repeat

    Note: Due to the high volume of interrupts, CC, and boss PVP in Trigon's Prison, this is completely sustainable there
  17. AV Loyal Player

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    [IMG]
    Sinestro
    8353 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).
    Light Claws Hold Combo Vulnerable to block
    → Deals 315-474 (394.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (2) Abhorrent Blast150 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) Scythe Spin200 power10 sec CDVulnerable to block
    → Channels 6 ticks of 231-291 (261) damage (0.7 sec/tick) for a total of 1386-1746 (1566) damage.
    Hits 8 targets in an area without splitting (Knockdown).
    (4) Fear Trap150 power4 sec CDDodgeable
    → Deals 330-450 (390) damage.
    → Single target (Stun).
    (5) Conduit Of Fear200 power8 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Panic).
    (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, Sinestro is dirt simple to use and has high, sustainable damage output for all situations. Very similar to Amon Sur. Fun fact: Sinestro is the only left-handed LPVE character in the game; he wears his ring on his left hand and all of his MA attacks are mirrored to be left-side-dominant.

    Weapon(s)

    Power Analysis
    1. Light Claws - This is your bread and butter power and you'll be spamming it quite a bit.
    2. Abhorrent Blast - 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. Scythe Spin - Equivalent to Harley Quinn's Hammer Spin, this does approximately half the damage of 2H Doomspin but without the windup and the damage doesn't split. Excellent for multi-target situations.
    4. Fear Trap - Never worth using. Same cost as Abhorrent Blast but less damage and an extremely long (albeit cool looking) animation.
    5. Conduit of Fear - Passable 360 pbAoE effective out to ~30% range but inferior DMG:cost compared to Abhorrent Blast. Worth using in power dump AoE situations.
    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)>Abhorrent Blast>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 Abhorrent Blast and Light Claw combo as required to sustain output.

    Power Dump AoE for Squishy Murder:
    Abhorrent Blast>Repeat


    Smoke Bomb AoE:
    Scythe Spin>Tornado Kick (tap tap tap tap tap)>Smoke Bomb (hold after Tornado Kick)(clipped with)>Abhorrent Blast>
    Tornado Kick>Smoke Bomb (clipped with)>Abhorrent Blast>
    Tornado Kick>Smoke Bomb (clipped with)>Abhorrent Blast>Repeat
    Note: Substitute Conduit of Fear for Abhorrent Blast if you need to hit targets all around you.
  18. AV Loyal Player

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    [IMG]
    Steel
    7863 HP ~ Super-Strength
    (1) Hammer Drop200 power1.5 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone without splitting (Knockdown).
    (2) Atom Splitter175 power5 sec CDVulnerable to interrupt Dodgeable
    → Channels 6 ticks of 165-225 (195) damage (0.5 sec/tick) for a total of 990-1350 (1170) damage.
    → Hits 8 targets in an area and splits after 2 (Stun, knockdown).
    → Absorbs 75% damage while channelling (3 sec).
    (3) Hammerang150 power18 sec CD
    → Deals 330-450 (390) damage followed by 5 ticks of 15-45 damage (1 sec/tick) for a total of 405-675 (540) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (4) Big Swing125 power3 sec CD
    → Deals 330-450 (390) damage.
    → Single target (Knockdown).
    (5) Steelworks Proximity Mine150 power12 sec CD
    → Places a mine that explodes when approached (1 sec cast).
    → Deals 330-450 (390) damage followed by 5 ticks of 15-45 damage (1 sec/tick) for a total of 405-675 (540) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    → Mines have 100 HP.
    (6) Prototype Protective Barrier200 power40 sec CDUsable while controlled
    → Absorbs 2478 damage or 3 hits (10 sec).
    → Minimum of 1 second between each registered hit.

    How to Play in LPVE
    Character Analysis
    As will all 2H LPVE characters, Steel is potent, easy to use, and his actual tray is basically just a toolkit for specific situations. He has a shield for speedrunning maps and can pre-position hella Proximity Mines on some maps to stack damage before spawns (eg. Oa).

    Weapon(s)

    Power Analysis
    1. Hammer Drop - Melee-range, non-split, wide-conal pbAoE. Yes, despite what it looks like, this does in fact hit in a cone and it is not a 360 pbAoE. This has a very short CD so combined with not splitting this is a solid spammable for trash clear when it's not worth winding up Doomspin.
    2. Atom Splitter - Not what it used to be but still passably effective vs large groups of trash mobs. Effective to about 30% range. However, if you have time to do this you're probably better off just teeing up Doomspin.
    3. Hammerang - One of the best attacks in LPVE. Low power cost but high CD. Great for sniping trash mobs.
    4. Big Swing - Good damage:cost ratio but the true value of this power is that it's a lightning fast lunge that you can clip on your weapon lunge, allowing you to zip around the battlefield like a maniac with practice.
    5. Steelworks Proximity Mine - Mostrly useful for pre-loading a bunch of damage before a boss spawns. Great for Oan Sciencells, for example. Also decent setting one off to initiate combat with a large group of trash mobs where the DoT will get most of its value.
    6. Prototype Protective Barrier - Only use this when you want to skip a large portion of the map and don't want to be knocked out of fast movement by trash mobs.

    Important Rotations
    General Purpose:
    Doomspin (clipped with)>Repeat
    Important Note: Doomspin hits 9 times and you want to start the next combo a split-second before the 8th hit, not before or you'll cancel the final hit and lose damage. Done perfectly, you'll see the 9th hit proc at the same time as the first hit in your next combo and the hit counter will jump up by 2. You can either manually count the hits or do some quick head-math with your hit counter to predetermine which hit you need to start the next combo on.

    "The 'S' is for 'Splat'" Squishy Murder:
    Big Scoop (hold hold)(clipped with)>Hammerang>Big Scoop (clipped with)>Big Swing>Big Scoop (clipped with)>Hammer Drop>Repeat
    Note: For bursting down individual trash mobs.
  19. AV Loyal Player

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    [IMG]
    Supergirl
    8845 HP
    (1) 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).
    (2) Ocular Burst200 power 4 sec CD Usable while controlled
    → Deals 330-450 (390) damage followed by 5 ticks of 15-45 damage (1 sec/tick) for a total of 405-675 (540) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (3) Kryptonian Clobber300 power8 sec CD Dodgeable
    → Deals 420-495 (457.5) damage.
    → Single target.
    Kryptonian Clobber Combo 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) Spinning Cyclone200 power4 sec CD
    Deals 4 ticks of 82-112 (97) damage (0.25 sec/tick) for a total of 328-448 (388) damage.
    → Hits 8 targets in an area and splits after 2 (Push, knockdown).
    (5) Whirling Vortex250 power8 sec CD
    → Deals 330-450 (390) damage.
    → Hits 4 targets in a cone and splits after 2 (Push).
    Whirling Vortex Combo 1 & 2 Vulnerable to interrupt Dodgeable
    → Deals 496-744 (620) weapon damage.
    → Hits 4 targets in a cone and splits after 2 (Push).
    (6) Booya!125 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
    One of the strongest and most versatile LPVE characters.

    Weapon(s)

    Power Analysis
    1. Heat Vision - Almost never worth using. Low DPS due to the long channeling period and only average overall damage. The DoT is weak, but applies immediately.
    2. Ocular Burst - Good melee-range 360 pbAoE damage for both ST and AoE but with a relatively high power cost (for ST rotations) and a slightly awkward animation transition.
    3. Kryptonian Clobber - Solid combo finisher that's basically identical to Flash's/Shazam's. Due to the extreme power cost, don't add this to your rotation until the boss is <35% Health. Combo activated with melee hold.
    4. Spinning Cyclone - This is a very weird power. It's a 360 pbAoE where you get 100% of the damage out to ~20% range, only a single tick of damage at 30% range, and at 40% range you only get the CC effect and no damage. Decent for large groups of trash mobs but make sure you're close to your intended targets.
    5. Whirling Vortex - A potent as hell conal pbAoE combo power effective out to max range. This is a essentially a beefed up version of Earth's Upheaval (but with a different combo input). You can jump once during each animation in the combo to move around (just don't jump or tap too much or you may cancel the combo). Combos activated with ranged taps.
    6. Booya! - Same as Swoop Attack. Effective, efficient short range ST/AoE power and a mobility enhancer (see Movement Capabilities).

    Important Rotations
    Like a few other LPVE characters, try to think of Supergirl's rotations as a spectrum of power consumption ranging from "as sustatinable as possible" to "lol what power?" With Supergirl, however, all of her good ST rotations, high-efficiency or not, range well above average (600-700 DPS).

    Max Sustainability:
    Backfist (tap hold hold)(clipped with)>Whirling Vortex (full combo)>[Backfist (clipped with)>Booya!>Haymaker (tap tap tap hold hold)(clipped with)>Whirling Vortex (full combo)>Repeat portion in square brackets only]
    Note

    Note: When the boss is below 35% Health, introduce [Kryptonian Clobber (combo)(clipped with)>Booya!] into your rotation as much as possible.

    Medium Burn:
    Backfist (clipped with)>Whirling Vortex (full combo)>[Backfist (clipped with)>Ocular Burst>Haymaker (clipped with)>Whirling Vortex (full combo)>Repeat portion in square brackets only]

    Note: When the boss is below 35% Health, introduce [Kryptonian Clobber (combo)(clipped with)>Ocular Burst (or Booya!)] into your rotation as much as possible.

    Medium Burn Variant:
    Backfist (clipped with)>Ocular Burst>Backfist (clipped with)>Whirling Vortex (full combo)>Backfist (clipped with)>Ocular Burst>Backfist (clipped with>Booya!>Repeat

    Note: This isn't quite as effective as the previous listing but it's a bit simpler to execute, less vulnerable to interrupt, and a little burstier if using it for clearing trash with rotation. When the boss is below 35% Health, introduce [Kryptonian Clobber (combo)(clipped with)>Ocular Burst (or Booya!)] into your rotation as much as possible.

    Power Dump:
    Backfist (clipped with)>Whirling Vortex (full combo)(clipped with)>Ocular Burst>Backfist (clipped with)>Booya!>Repeat

    Note: Only do this if the boss is on the verge of death or if you're trying to instagib a group of trash mobs. This assumes your finisher is already on CD but If below 35% and it's available you can clip it into the rotation in between Vortex and Burst.
  20. AV Loyal Player

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    [IMG]
    Superman
    9828 HP ~ Super-Strength
    (1) Super-Breath200 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (2) Vacuum Spin200 power4 sec CD
    → Deals 4 ticks of 82-112 (97) damage (0.25 sec/tick) for a total of 328-448 (388) damage.
    → Hits 8 targets in an area and splits after 2 (Pull, knockdown).
    (3) Shockwave Punch200 power6 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown, stun).
    (4) Swoop Attack125 power4 sec CDUsable while controlled
    → 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
    Superman is an above average character with a good chunk of splash damage, a lot of additional AoE potential, and a good 360 pbAoE pull.

    Weapon(s)

    Power Analysis
    1. Super-Breath - Average melee-range 360 pbAoE. The best thing about this power is that it has an extremely short animation; one of the snappiest powers in the game, like it's being clipped without being clipped.
    2. Vacuum Spin - Decent 360 pbAoE DMG effective to ~30% range plus a pull.
    3. Shockwave Punch - Comparable to Super Breath but effective to ~30% range.
    4. Swoop Attack-Effective, efficient short range ST/AoE power and a mobility enhancer (see Movement Capabilities).
    5. Freezing Breath - In general, this isn't worth using. It's passable when hitting a large group while other powers are on CD while doing power dump but will likely result in a DPS loss.
    6. Heat Vision - Almost never worth using. Low DPS due to the long channeling period and only average overall damage. The DoT is weak, but applies immediately.

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Swoop Attack>Backfist (clipped with)>Super-Breath>Repeat
    Note: If you need more AoE you can alternate Super-Breath, Vacuum Spin, and Shockwave Punch. Vs large groups of trash mobs you may consider just doing back to back to back AoE power spam for power dump.

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