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

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    [IMG]
    Two-Face
    10320 HP
    (1) Bullet Storm150 power6 sec CDVulnerable to interruptDodgeable
    → Channels 7 ticks of 165-225 (195) damage (0.5 sec/tick) for a total of 1155-1575 (1365) damage.
    → Hits 8 targets in a cone without splitting.
    (2) In Your Face125 power3 sec CDUsable while controlledDodgeable
    Deals 330-450 (390) damage or 510-630 (570) damage on helpless enemies.
    → Hits 8 targets in an area without splitting (Knockdown).
    → Dodge (2 sec).
    (3) Twisted Minds300 power105 sec CD
    → Summons 3 ranged henchmen pets that last 40 seconds each. Each Two-Face Henchman has 619 HP.
    (4) Fire Barrel150 power20 sec CD
    → Places a barrel that explodes when approached (1.5 sec cast).
    → Deals 330-450 (390) damage followed by 5 ticks of 15-45 damage (2 sec/tick) for a total of 405-675 (540) damage.
    → The initial explosion hits 8 targets in an area and splits after 2.
    → The DoT ticks hit 8 targets in a field without splitting.
    → Fire Barrel has 500 HP and cannot lose more than 1/3 its maximum HP per attack.
    (5) Harvey Domination35% Supercharge98 sec CD
    → Changes form/power tray for 90 seconds.
    → Grants immunity to control effects and absorbs 10,000 damage (3.6 sec).
    → Increases maximum health to 11793 HP (until form ends).
    (6) Two-Face Domination35% Supercharge98 sec CD
    → Changes form/power tray for 90 seconds.
    → Grants immunity to control effects and absorbs 10,000 damage (3.6 sec).
    → Grants +12% critical weapon attack chance (until form ends).

    ~ Harvey Domination ~
    11793 HP
    (1) Bullet Barrage150 power6 sec CDDodgeable
    → Channels 4 ticks of 330-450 (390) damage (1 sec/tick) for a total of 1320-1800 (1560) damage.
    → Hits 3 targets in a cone without splitting (Push).
    → Grants immunity to control effects and absorbs 75% damage while channelling (3 sec).
    (2) In Your Face125 power3 sec CDUsable while controlledDodgeable
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    → Dodge (2 sec).
    → Does not deal additional damage on helpless enemies.
    (3) Twisted Minds300 power105 sec CD
    → Summons 3 melee/ranged Riot Officer pets that last 40 seconds each. Each Riot Officer has 619 HP.
    Riot Officer: Riot Foam
    → Single target (Snare, encase).
    (4) Oil Barrel150 power20 sec CD
    → Places a barrel that explodes when approached (1.5 sec cast).
    → Deals 330-450 (390) damage.
    → Knocks down enemies 3 times (4 sec/tick).
    → The initial explosion hits 8 targets in an area without splitting (Knockdown).
    → The additional knockdowns hit 10 targets in a field.
    → Oil Barrel has 500 HP and cannot lose more than 1/3 its maximum HP per attack.

    ~ Two-Face Domination ~
    10320 HP
    (1) Bullet Storm150 power6 sec CDVulnerable to interrupt Dodgeable
    → Channels 7 ticks of 330-450 (390) damage (0.5 sec/tick) for a total of 2310-3150 (2730) damage.
    → Inflicts a DoT effect that deals 4 ticks of 15-45 (30) damage (1 sec/tick) for a total of 60-180 (120) damage.
    → Hits 8 targets in a cone without splitting.
    → The DoT applies immediately upon cast and takes effect when the channel ends.
    (2) In Your Face125 power3 sec CDUsable while controlledDodgeable
    → Deals 330-450 (390) damage followed by 4 ticks of 15-45 damage (1 sec/tick) for a total of 390-630 (510) damage.
    → Hits 8 targets in an area without splitting.
    → Deals no damage on helpless enemies (bug).
    (3) Twisted Minds300 power105 sec CD
    → Summons 3 melee/ranged henchmen pets that last 40 seconds each. Each Two-Face Henchman has 619 HP.
    (4) Acid Barrel150 power20 sec CD
    → Places a barrel that explodes when approached (1.5 sec cast).
    → Deals 330-450 (390) damage followed by 14 ticks of 15-45 damage (1 sec/tick) for 540-1080 (810) total damage.
    → The initial explosion hits 8 targets in an area and splits after 2.
    → The DoT ticks hit 8 targets in a field without splitting.
    → Acid Barrel has 500 HP and cannot lose more than 1/3 its maximum HP per attack.

    Notes
    → Total of 22% critical weapon attack chance in Two-Face Domination.

    How to Play in LPVE
    Character Analysis
    Two-Face is a trash clear specialist. He has very simple but below average pre-ST boss damage and average SC boss damage.

    Weapon(s)

    Power Analysis
    1. Bullet Storm - Wide non-split conal pbAoE effective to max range. Does extreme damage to large, spread out groups of trash mobs. Jump cancellable.
    2. In Your Face - This is basically Backflip. Effective and efficient DPS but propels you away from the target. Thankfully, that isn't a dealbreaker for harvery since you still deal 90% of Rifle Slam's damage while closing.
    3. Twisted Minds - Decent ranged pets, if they survive full duration. This has an extremely long CD so try to make sure you'll have it available for boss fights instead of wasting on trash mobs. This can be clipped onto In Your Face.
    4. Fire Barrel - Worth popping when you know you won't be interrupted vs bosses and always when clearing raid trash. Do not try to queue weapon taps onto this power, as you will cancel the animation and prevent the barrel from spawning.
    5. Harvey Domination - Do not use this in LPVE. This makes you tankier but, overall, weakens your DPS in favour of additional CC effects and support, which isn't helpful in LPVE.
    6. Two-Face Domination - Use this one instead. This dramatically beefs up your powers in addition to boosting your weapon crits.

    Important Rotations
    For Bosses:
    Rifle Slam (tap tap tap tap tap)(clipped with)>In Your Face (clipped with)>Twisted Minds>Rifle Slam (clipped with)>In Your Face (clipped with)>Breakout>Rifle Slam (clipped with)>Fire Barrel>Rifle Slam (clipped with>In Your Face>Repeat as able
    Note: Once you've popped Two-Face Domination SC, start including Bullet Storm when available:

    For groups of trash mobs, just open with Fire Barrel and spam Bullet Storm and In Your Face as much as possible while hitting as much as you can with Rifle Slam, Flamethrower, or Rifle Shot depending on the situation.
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  2. AV Loyal Player

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    [IMG]
    Ursa
    9336 HP ~ Super-Strength
    (1) Headbutt150 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (2) Jump Kick150 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (3) Heat Blast150 power4 sec CD
    → Deals 330-450 (390) followed by 4 ticks of 15-45 (30) damage (1 sec/tick) for a total of 390-630 (510) damage.
    → Hits 8 targets in the target area and splits after 2 (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
    One of my favourite characters. Well above average, Ursa is well-equipped with bursty ST and AoE output that's very fun to put to use.

    Weapon(s)
    Martial Arts (Kryptonian Hybrid)

    Power Analysis
    1. Headbutt - This move has a short forward lunge associated with it and deals average, melee-range conal pbAoE damage.
    2. Jump Kick - Similar to Heabutt but usable while controlled.
    3. Heat Blast - One of my favourite LPVE powers. Launches a thick wad of explosive heat vision at your target and hits/DoTs everything around it. Very cool animation/effect. You can jump during this to stay on top of your target's head.
    4. Swoop Attack- Effective, efficient short range ST/AoE power and a mobility enhancer (see Movement Capabilities). You can jump during this to stay on top of your target's head, but you risk a physics bounce that could launch you across the room if you're not careful.
    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:
    Elbow Drop (tap tap tap hold)(clipped with)>Heat Blast>Elbow Drop (clipped with)>Swoop Attack>Repeat
    Note: Try to stay on top of your target's head to dramatically increase your attack speed.
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  3. AV Loyal Player

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    [IMG]
    Wonder Girl
    8845 HP
    (1) Amazon Force 150 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area and splits after 2 (Knockdown).
    (2) Lasso Lash150 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).
    (3) Whirlwind Lasso200 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 4 targets in an area without splitting (Knockdown).
    (4) Lasso of Lightning150 power1 sec CDDodgeable
    → Deals 420-495 (457.5) damage.
    → Single target (Pull, stun).
    Punishing Headbutt Vulnerable to block
    → Deals 420-495 (457.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (5) Bracer Deflection200 power40 sec CDUsable while controlled
    → Absorbs 3750 damage or 3 hits (5.5 sec).
    Reflects up to 4 hits for 90-120 (105) damage each for a total of 360-480 (420) damage (5.5 sec).
    → Single target.
    → Minimum of 1 second (damage absorption) or 0.7 seconds (damage reflection) between each registered hit.
    (6) In Your Face125 power4 sec CD
    → Deals 330-450 (390) damage.
    → Hits 4 targets in a cone and splits after 2 (Knockdown).

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

    How to Play in LPVE
    Character Analysis
    A perfect cross between Donna Troy & Wonder Woman and a potent character in general. Cassie's another "power-use spectrum" type of character where you have to adjust your burn rate for the situation.

    Weapon(s)

    Power Analysis
    1. Amazon Force - Solid 360 pbAoE effective within 50% of max range.
    2. Lasso Lash - Above average conal pbAoE with a low relative power cost. This power hits faster if you're on top your target.
    3. Whirlwind Lasso - Non-split. This power is great when hitting 3+ targets. Avoid using this for ST.
    4. Lasso of Lightning - Cassie's hardest hitting ST and a potent ST pull. Combo activated with melee hold. Unlike Donna's version, this can't be clipped with itself.
    5. Bracer Deflection - Not worth using in LPVE. This cannot be clipped onto other powers.
    6. In Your Face - A rebranded Swoop Attack. Effective, efficient short range ST/AoE power and a mobility enhancer (see Movement Capabilities).

    Important Rotations
    General Purpose:
    Backfist (tap hold hold)(clipped with)>Lasso of Lightning (combo)(clipped with)>Lasso Lash>Backfist (clipped with)>Lasso of Lightning (combo)(clipped with)>In Your Face>Repeat
    Note: It's pretty hard to stay on your target's head with brawling so I suggest just clipping Lasso Lash with Breakout or Soder whenever you can. This is basically Cassie's "Power Dump" rotation but it's a bit more sustainable than that of other characters and doesn't leave you in such bad shape. When you're low on power, switch to Crusise Control or Max Efficiency (or start there and switch to this near the middle or end of the fight).

    Cruise Control:
    Backfist (clipped with)>Swoop Attack>Backfist (clipped with)>Lasso of Lightning (combo)>Repeat


    Max Efficiency:
    Backfist (clipped swith)>Lasso of Lightning (combo)>Repeat

    Note: Slightly less damage but slightly less power consumed over time.
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  4. AV Loyal Player

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    [IMG]
    Wonder Woman
    9828 HP
    (1) Amazonian Aegis200 power4 sec CDUsable while controlled
    → Deals 330-450 (390) damage.
    → Hits 8 targets in an area without splitting (Knockdown).
    (2) Lasso Thrash150 power5 sec CDVulnerable to block
    → Deals 4 ticks of 165-195 (180) damage for a total of 660-780 (720) damage.
    Hits 8 targets in a cone without splitting (Stun).
    (3) Monolith150 power12 sec CD
    → Spawns a weaponized rock that crumbles after 15 seconds.
    Monolith 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) Truth Lasso150 power1 sec CDDodgeable
    → Deals 420-495 (457.5) damage.
    → Single target (Pull, stun).
    Push Kick Vulnerable to block
    → Deals 420-495 (457.5) weapon damage.
    → Hits 8 targets in a cone and splits after 2 (Knockdown).
    (5) Coup de Grace275 power9 sec CD Dodgeable
    → Deals 105-165 (135) damage.
    → Single target.
    Coup de Grace 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) Bracer Deflection200 power40 sec CDUsable while controlled
    → Absorbs 3750 damage or 3 hits (5.5 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.

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

    How to Play in LPVE
    Character Analysis
    Wonder Woman is an extremely flexible "spectrum of power consumption" type character who is, overall, slightly above average and fairly easy to use. It's useful to understand how shield combos work but the below rotations will help you get the most out of her with just basic knowledge.

    Weapon

    Power Analysis
    1. Amazonian Aegis - 360 pbAoE effective within ~30% of max range. One of the coolest sound effects in the game.
    2. Lasso Thrash - Above average conal pbAoE with a low relative power cost. This power hits faster if you're on top your target.
    3. Monolith - Do not use this power offensively!Pop it immediately after combat so you can enter movement mode right away (see Movement Capabilities). Can initiate by throwing it but don't waste the time/power on it when you're already in combat.
    4. Truth Lasso - Diana's hardest hitting non-finisher ST and a potent ST pull. Combo activated with melee hold. Unlike Donna's version, this can't be clipped with itself.
    5. Coup de Grace - Excellent finisher combo but with a high power cost. Add it to your rotation once target is <35% health. Combo activated with melee hold. Combo/Finisher portion of the power is AoE.
    6. Bracer Deflection - Not worth using in LPVE. This cannot be clipped onto other powers.

    Important Rotations
    Cruise Control:
    Spinning Upslash (tap hold)(clipped with)>Truth Lasso (combo)>Repeat

    Note: Once target is at 35% start introducing Coup de Grace into your rotation.

    Fuel Efficient:
    Leaping Stab (tap tap hold)(clipped with)>Truth Lasso (combo)>Repeat
    Note: Once target is at 35% start introducing Coup de Grace into your rotation. This has less damage but is more sustainable than Cruise Control

    Power Neutral:
    Leaping Stab + Overhead Plate Smash (tap tap hold tap hold)(clipped with)>Truth Lasso (combo)>Repeat
    Note: Once target is at 35% start introducing Coup de Grace into your rotation. Lower damage still but completely power neutral, so this is usable even if you're bottomed out. You can also do Spinning Upslash + Overhead Plate Smash (tap hold tap tap hold) if you prefer.

    Power Dump:
    Spinning Upslash (clipped with)>Truth Lasso (combo)(clipped with)>Lasso Thrash>Spinning Upslash (clipped with)>Truth Lasso (combo)>Repeat
    Note: Once target is at 35% start introducing Coup de Grace into your rotation. In general, you'll only want to power dump vs trash mobs or when a boss is near death.

    Moar Powah:
    Spinning Upslash (clipped with)>Truth Lasso (combo)(clipped with)>Lasso Thrash>Spinning Upslash (clipped with)>Truth Lasso (combo)(clipped with)>Amazonian Aegis>Repeat

    Note: Once target is at 35% start introducing Coup de Grace into your rotation. In general, you'll only want to power dump vs trash mobs or when a boss is near death.
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  5. AV Loyal Player

    WEAPONS
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    Bow
    General Note: Standing on your target's head (or directly beneath a flying target) does not increase Bow's melee attack speed.

    Character(s)

    Most Important Combos
    Flurry Shot: [All Ranged] tap tap tap hold
    Flurry Shot: [All Ranged] tap tap tap tap hold - (avoid using this over the shorter variant)
    Note: Flurry shot is your ST bread & butter combo. Do not clip or jump cancel Flurry Shot until the bar is ~50% full or you'll cancel the final hit.

    Impact Arrow: Ranged-tap melee-hold
    Impact Arrow: Ranged-tap ranged-tap melee hold - (avoid using this over the shorter variant)
    Note: 360 melee range pbAoE good for trash clear when clipping

    Arrow Storm: Ranged hold then hold back on stick or S on keyboard
    Note: Do not clip Arrow Storm until the progress bar is ~75% full. Do not jump cancel Arrow Storm while spamming it (just slows down your next Arrow Storm). Viable for AoE when out of power.

    Other Potentially Relevant Combos
    No-Name Tap Combo: [melee] tap tap tap tap
    Note: Only slight less damage than Bow Slam but slightly faster execution.

    Bow Slam: [melee] tap tap tap hold
    Kick Up Launcher + Follow-Up Volley: melee-tap melee-hold ranged-hold
    Note: If you find Flurry Shot difficult/annoying to spam, you can substitute these but at a bit of a damage loss.

    Demo
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    Brawling
    General Note: Standing on your target's head (or directly beneath a flying target) does not increase Brawling's melee attack speed.

    Character(s)
    Not all Legends characters can use all Brawling combos, as follows:
    - Bizarro cannot use Ground Pound;
    - Gorilla Grodd only exists in my hopes and dreams and therefore cannot use any combos yet;
    - Hal Jordan has Ring Blast instead of Stomp Smash (less damage but clippable and no progress bar, arguably superior); and
    - Power Girl, Supergirl, and (for some reason) Superman cannot use Ground Pound and have the superior Thermal Blast + Thermal Gaze ranged-hold combo instead of Stomp Smash.

    Most Important Combos
    Backfist: tap hold hold
    Note: This is the hardest hitting and most important combo for Brawling. You'll want to learn and perfect the exact moment you can safely clip the final hit of this attack to maximize your damage.

    Haymaker: tap tap tap hold hold
    Note: Some characters' rotations have a power with a longer CD in it where to maximize DPS you need to alternate Backfist and Haymaker. This is also a useful combo for when you're out of or low on power.

    Ground Pound: hold hold
    Note: This is your go to combo for initiating combat or when trying to instagib squishies with quick burst damage when clipped with your best power.

    Other Potentially Relevant Combos
    Punt: tap tap hold hold
    Note: This is really just a combo-salvaging combo. Never much reason to use this but if you do too many taps or hold too early for another combo, just do another hold to get this and salvage some DPS.

    Demo
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    Claw
    General Note: Standing on your target's head (or directly beneath a flying target) increases Claw's melee
    attack speed.
    Note: Claw is, essentially, a hefty reskin of Martial Arts with some tweaks and combos removed.

    Character(s)

    Most Important Combos
    Elbow Drop: tap tap tap hold

    Other Potentially Relevant Combos
    Tornado Kick: tap tap tap tap tap
    Spinning Punch: tap tap tap tap hold
    Note: Full AoE combos, useful for multi-target boss fights or trash clear.

    Demo
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    Dual Pistol
    General Note: Standing on your target's head (or directly beneath a flying target) increases Dual Pistol's melee
    attack speed.

    Character(s)

    DO NOT USE DUAL PISTOL IN LPVE
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    Dual Wield
    General Note: Standing on your target's head (or directly beneath a flying target) increases Dual Wield's melee
    attack speed.

    Character(s)

    Most Important Combos
    Whirlwind Overstrike: tap hold
    Note: Highest DPS combo by far and enables extremely fast clips, especially if standing on your target's head.

    Stunning Swipe: tap tap tap hold
    Note: Second highest DPS combo but allows for better power management. Use this combo for AoE.

    Other Potentially Relevant Combos
    With only a few exceptions, every Dual Wield combo is a series of taps (up to 9-10) followed by a hold. You can extend your combo as long as you need to for your power situation but the longer you go without clipping, the less your DPS will be.

    Demo

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    Hand Blaster
    General Note: Standing on your target's head (or directly beneath a flying target) increases Hand Blaster's melee attack speed.

    Character(s)

    Most Important Combos
    Uppercut: tap tap hold
    Note: Highest ST DPS combo and allows for fast clips.

    Arcane/Power Blast: [ranged] tap tap tap hold
    Note: Name depends on character. Second highest ST DPS combo and more power friendly. Despite appearances, this is in fact purely ST and not AoE.

    Solar Flame: [ranged] hold tap
    Note: Hardest hitting AoE combo and allows for fast clips and good power generation.

    Other Potentially Relevant Combos
    Meteor Blast: [ranged] hold hold
    Note: Does slightly less damage than Solar Flame. Hitting this is almost always an accidental play error but it will still work. Always try to go for Solar Flame instead.

    Fist Slam: tap hold
    Note: 360 pbAoE burst damage. Good, if twitchy, AoE combo that allows for fast clips but with a short range.

    Power Discharge: ranged-tap melee-tap
    Note: Less damage than Fist Slam but flows a bit better in rotation and is a conal pbAoE with a slightly farther range.

    Pulse Beam: [ranged] tap tap hold
    Note: Well below average DPS but spamming this does sustain 400-450 DPS while regenning a good amount of power. Still, avoid using this.

    Demo
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    Martial Arts
    General Note: Standing on your target's head (or directly beneath a flying target) increases Martial Arts' melee attack speed.

    Character(s)
    Not all Legends characters can use all Martial Arts combos, as follows:
    - Batman has Batarang Flurry instead of Shuriken Storm combos, which can be spammed but yields well below average DPS in so doing. Do not spam Batarang Flurry in lieu of actual gameplay;
    - Black Adam's Teth Adam form post-SC usage can only do Cartwheel Kick and Tornado Kick;
    - Flash has Backfist (not nearly as good as Brawling's) instead of Cartwheel Kick, Right Cross instead of Tornado Kick (comparable but cannot use Smoke Bomb), One Handed style ranged taps instead of shuriken, and Hastened Burst instead of Shuriken Stom combos (see Movement Capabilities). Also, his quick menu descriptions are for Brawling. He's a pretty unique weapon Frankenstein that, surprisingly, feels great; and
    - General Zod and Ursa have Backfist (not nearly as good as Brawling's) instead of Cartwheel Kick, Right Cross instead of Tornado Kick (comparable but cannot use Smoke Bomb), eye beams instead of shuriken for ranged taps, and the arguably superior Thermal Blast + Thermal Gaze instead of Shuriken Storm combos.

    Most Important Combos
    Elbow Drop: tap tap tap hold
    Note: Best overall ST MA combo for sustainable DPS rotations with alternating clips.

    Cartwheel Kick: tap tap hold
    Note: Viable substitution for Elbow Drop. Can result in higher output but will be less sustainable overall.

    Tornado Kick>Smoke Bomb: tap tap tap tap tap>hold (during Tornado Kick)
    Note: Good 360 pbAoE damage and Smoke Bomb is clippable.

    Demo
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    One Handed
    General Note: Standing on your target's head (or directly beneath a flying target) increases One Handed's melee attack speed.

    Character(s)

    Most Important Combos
    Flurry: tap tap tap hold
    Note: Best overall ST DPS output in rotation and comparable AoE output to alternative.

    Other Potentially Relevant Combos
    Flip Slash: tap tap tap tap hold
    Note: Slightly inferior DPS output but sometimes a better option (like if you're able to reliably stand on the target's head and Flurry is too fast so you have room for a slightly longer combo).

    Demo
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    Rifle
    General Note: Standing on your target's head (or directly beneath a flying target) increases Rifle's melee attack speed.

    Character(s)

    Most Important Combos
    Rifle Slam: [melee] tap tap tap tap tap
    Note: Closes a large distance with a ranged shot in the mix and a massive final hit. Can be initiated from mid-range with barely any DPS loss vs starting in melee range.

    Surprise Volley: [melee] hold
    Note: This is just the Rifle lunge but it's important to appreciate the fact that this is a lunge that hits four times, which has some unique applications. You can effectively pre-empt counters on your target then, if you lunge again right again, get a second counter within the same window gaining even more bonus damage and extending your target's duration of helplessness.

    Other Potentially Relevant Combos
    Flamethrower: (While standing within melee range of target) ranged-hold + forward on stick or W on keyboard
    Note: Conal pbAoE with reasonable damage vs multiple targets.

    Rifle Shot: ranged-hold
    Note: The damage isn't incredible but this will hit everything over a wide area and should be considered in certain circumstances while waiting for your powers on CD.

    Demo
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    Shield
    General Note: Standing on your target's head (or directly beneath a flying target) increases Shield's melee attack speed.

    General Note: Shield is a special/unique weapon type that lets you chain combos onto combos onto combos. The rules surrounding this are as follows:
    - You can have up to 8 hits in a combo or "combo chain;"
    - Every "hit position" has a different unique outcome if you do a melee hold on it instead of tapping;
    - After you do a combo, you carry on with the combo chain by continuing to do melee taps;
    - After at least one additional melee tap after your previous combo, you can do another melee hold for another combo based on whichever "hit position" you're at. Example: Tap hold is Spinning Upslash and tap tap tap hold is Spinning Downward Cross, so if you do tap hold tap hold you will get Spinning Upslash followed by Spinning Downward cross;
    - More combos =/= more damage, every potential combo is different and some hits are more CC and some are more raw DMG. The best chains to use are listed below but you can have a lot of fun just messing around with the different options (and the animations are great); and
    - You can only combo, at most, every other hit. Trying to do two melee holds in a row will reset the combo chain.

    Character(s)

    Most Important Combos
    Spinning Upslash: tap hold
    Note: Best DPS combo and allows for fastest clips.

    Leaping Stab: tap tap hold
    Note: Less DPS but more rotation sustainability

    Leaping Stab>Overhead Plate Smash: tap tap hold tap hold
    Spinning Upslash>Overhead Plate Smash: tap hold tap tap hold
    Note: Less DPS still but results in a completely power neutral rotation.

    Sidearm Throw>Overhand Throw>Heavy Sidearm Throw: [ranged] hold hold hold
    Note: Seemlessly/endlessly spammable combo with excellent conal pbAoE damage out to max range. Every hit is clippable. The hardest hitting part of the combo is the second hit (Overhand Throw).

    Demo
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    Staff
    General Note: Standing on your target's head (or directly beneath a flying target) increases Staff's melee attack speed.

    Character(s)
    Robin (does not have access to Staff's ranged AoE combo, which has been replaced with Batarang Throw/Flurry)

    Most Important Combos
    Martial Flowers: tap hold tap (or tap hold hold)
    Note: Best ST rotation combo in LPVE owing to combination of high clipped DPS and more clips.

    Downward Smash Combo: tap tap tap hold hold
    Note: Good 360 pbAoE damage and you can jump during both of the holds, stacking with the rising animation to greatly extend your effective range with this attack.

    Leaping Overhead Strike Combo: tap hold hold hold hold
    Note: Viable low/no-power ST damage for a high efficiency rotation.

    Other Potentially Relevant Combos
    Roundhouse Combo: tap tap tap tap tap
    Note: Not as effective as Leaping Overhead Strike Combo but executes a bit faster so can be useful if you're out of power vs a ST squishy.

    Demo
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    Two Handed

    Character(s)

    Most Important Combos
    Big Scoop: hold hold
    Note: High burst damage when clipped. Good for killing squishies who won't last to enjoy Doomspin.

    Other Potentially Relevant Combos
    Home Run: hold hold hold
    Note: Not as bursty as simply clipping Big Scoop but might be worth delaying for in some situations.
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    Ace Chemicals

    Runtime: 10-14min, depending on number of pugs and which sub-bosses you get

    Recommended group size (ie. non-pug members): 1-2
    Note: Most of this map can be easily soloed but wait for a few other people before starting Punchline, Metal Mimes, or Duncan+Rinty (they're soloable, but with difficulty).

    Speedrun Difficulty: Easy

    Characters: 99% of the damage here comes from red barrels. Any character is fine on this map but flight characters with shields can help shave some time off by speeding up the skip portions.

    (This is a raw placeholder demo video of a pug run. Will replace with a guide vid eventually)

    Phase 1 & 3: Wave Defence
    1. As soon as you spawn in or defeat a sub-boss, skip everything (pop a shield if you can) and head directly to the Chemo chamber to trigger the cutscene and start the the next wave timer. This section, including the Chemoid miniboss, can be easily soloed by most characters just as quickly as it can be done by a group but, if in doubt, you can wait outside the door for other players.
    Optional: If solo, be sure to save the healing barrel for the Chemoid that spawns, as they all have a constant pbaoe dot around them. It's not necessarily required for most characters but it makes life easier if you're on your own.
    2. Once the Chemoid miniboss is defeated, move to the balcony at the back of the room (or fly straight up to the ceiling) to prevent any of the previously skipped adds from attacking you during the cutscene and slowing you down.

    Phase 2 & 4: Sub-Bosses
    1. Once the post-Wave Defence cutscene ends, skip everything in whichever hallways opens (pop a shield if you can) and head directly to the boss room to start the cutscene.

    Note: Potential sub-bosses are Sludge Thing, Punchline, Babyface, the Metal Mimes, Duncan+Rinty, and Clownsanity.

    2. Assess the situation and determine whether to start the fight immediately or wait for others based on the boss and the number of trash mobs that have caught up. Sludge Thing, Babyface, and Clownsanity can be easily, safely, and quickly soloed. Punchline can be easily soloed but it takes waaaaaay longer than with another person since he spams his "lock you in a box forever" attack. The Metal Mimes and Duncan+Rinty are technically soloable but I don't recommend it (you need to hit both Duncan & Rinty at the same time with the barrels to pull it off fast enough solo, which is hard, and the Metal Mimes tend to pop a lot of the barrels before you can use them).
    3. Once you start the fight, dump all of the red barrels in the room on the boss as quickly as possible with one exception: vs the Metal Mimes, save the red barrels for their giant combined form.
    4. Once the boss is dead, pre-position at the console where the cog will appear and rhythmically press to activate it so you can pop it during the cutscene.

    Phase 5: Chemo
    1. As before, skip everything in the hallways (pop a shield if you can) and head back to Chemo to trigger the final cutscene.
    2. One player collects red barrels from the top and right hallways (the ones that spawn on the ground don't work) and places them on the walkway above Chemo while the other three players kill Chemoids as quickly as possible.
    3. Once Chemo becomes vulnerable, dumb red barrels on him until he becomes untargetable again.
    4. Rinse & repeat until dead.

    Note: There's an intermittent bug where you'll sometimes be constantly hit & grounded by chemicals while getting barrels. It's annoying and there's not really much you can do about it.
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    Area 51

    Runtime: 9-10min, depending on which phases the final boss manages to get off

    Speedrun Difficulty: Easy to moderate

    Recommended Speedrun Group Size (ie. non-pug): 4

    Characters: Any

    (This is a raw placeholder demo video. Will replace with a guide vid eventually)

    Phase 1: Subprime Regulator Alpha
    1. 1-2 players collect the red barrels from the perimeter and move them to the left and right sides of the catwalk where the sub-boss will spawn while the remaining players grind the objective.
    2. Once all the barrels are collected, everyone finish the objectives but-
    3. Important: Before completing the objectives, at least 1-2 players should head far east of the sub-boss catwalk and wait just outside the gate. This is because the spawn cutscene is actually two cutscenes sandwiched together, and if you're far enough away you skip the 2nd cutscene and start killing the sub-boss immediately, saving a lot of time.
    4. Dump the barrels on the sub-boss as quickly as possible to prevent him from shielding himself.

    Phase 2: Subprime Regulator Beta
    1. Book it to the next area and spread out (as skill allows), immediately interacting with the Cadmus Agents, as they are the slowest objective.
    2. Try to collect as many encryption cores from fallen drones as possible during the Cadmus Agent defence.
    3. Quickly dump the near-infinite red barrels around you on the sub-boss as soon as he spawns.

    Phase 3: Subprime Regulator Zeta
    1. Book it to the next area and split up to grind the objectives as quickly/evenly as possible.
    2. Once the objectives are complete, head to the central platform and await the cutscene but-
    3. Important: Strongly recommend you not fight the sub-boss within striking distance of the nearby 4x healing barrel spawns. It's a gamble. If your team always pops them first it helps but there's a good chance the enemy will pop then, restoring a lot of the boss' health. It's ideal if one player simply throws barrels at the boss from a safe distance when ppl are low on power, ie so they can spam their balls out rotations the whole time.

    Phase 4: Prime Servitor
    1. One last time, book it to the next area and split up to quickly complete the objectives.
    2. Teleport to the boss room and immediately lay into him as soon as the cutscene ends, using the healing barrels as required to speed things up.
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    Arkham Asylum

    This map exists but is currently bugged and therefore not included as an option.
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    Bludhaven

    Runtime: 14-15min

    Speedrun Difficulty: Easy to moderate, but not worth spamming

    Recommended Speedrun Group Size (ie. non-pug): 4

    Characters: Any, but best to always bring at least one flight character to permanently distract the mutants during the box phase