Rarity | Base Stats | Price | Obtained From |
---|---|---|---|
Gold | 1,350/1,250 | 479,000 | Achieving Top 5% in Online Battle Seasons, Nth Metal Ultimate Pack, Aquaman Celebration Pack, Ultimate Bundle Top Teammates |
Strategy
Basic Attacks
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - 2% - (3%) | 11% |
Heavy | 4% - 4% - 4% | 12% |
Aquaman has unique a light combo, it consists of 4 hits before the combo ender, opposed to the usual 3 hits, effectively gaining more power.
Passive
Whenever Flashpoint Aquaman performs a Combo Ender, there is an estimated 40% chance he will additionally launch a small wave of water that deals no damage but drains power. It can transfer the power drain to the next opponent if the Combo Ender knocks out the previous one or misses entirely. Like Raven/Rebirth, his Combo Ender is not a projectile - if you hit him with a basic attack during the animation, the trident may erupt from the ground, but the Combo Ender is effectively cancelled and does no damage, also negating possible power drain.
The second part allows Flashpoint characters to gain a water shield whenever they tag in. It reflects 40% damage back at their opponent hit by a special (e.g. if the special is meant to deal 100 damage, the Flashpoint character instead takes 60 damage, and their opponent takes 40 damage). It is not activated if the character is the first character on the team, unlike Superman/Injustice 2's passive. Knockout blows will still reflect damage. When an Area Effect special knock out a character, if the next tag-in teammate is a Flashpoint character, the water shield for that character will be consumed.
If damage is reduced by block, the reflected damage is proportionally reduced. If no damage is taken (from Invulnerability or 100% damage reduction), the shield will not be consumed, but in the latter case, damage can still be reflected. Damage reflection and reduction stack additively, so it is possible to reach 100% and be immune to specials - and since the Water Shield is not consumed, he will remain immune to the next special.
However, reflect special does not prevent any DOT or Power Drain that the special applies. The Master's Death Cart's tag-in damage, if applied during a special, turns into special damage but is not negated by Water Shield, but also does not remove the Water Shield as long as the rest of the special is negated. Power drain damage, which indicates the amount of power drain on regular power drain specials, ignores special reflect and will power drain him, but this "damage" does not consume the Water Shield (provided that the rest of the special's damage is totally negated).
Gear
Aquaman is a flexible character, being able to perform well in both defense and offense roles. Despite his passive mostly means to support Flashpoint characters, he can be a beast on his own.
When Aquaman (can be applied on his Flashpoint teammates too) has his water shield active, he can be immune to special attack damage and keep the shields active forever if he can stack enough special damage reduction. With maxed Killer Croc Companion Card EVOLVED, Shazam/New 52, and Batman Ninja Helmet, Aquaman with water shield would be permanently immune to special damage as long as he has at least 15% power. Alternatively, this setup can be used on Batman/Flashpoint instead since he also gains the water shield and Shazam/New 52's buff, while additionally gaining a bonus effect on Batman Ninja Helmet. Alternatively, geared with maxed Scarecrow's Ventilator Mask and maxed Killer Croc Companion Card EVOLVED, Aquaman can become fully immune to special damage if he blocks. When he is geared with the Scarecrow's Mask and blocking specials with his water shield active, damage will appear to be reflected twice for each special hit he blocks.
When come to offense, his bleed SP1 and powerful SP2 are both viable builds. His SP1 is long-ranged and has bleed, making he a candidate for The Master's Death Cart and DOT gears such as The Ibistick, especially when he is augmented and teamed with Batman/Flashpoint to deal lethal crit damage, surpassing even Scorpion/Mortal Kombat X. His multi-hit SP2 is very great when combined with crit gears like Tantu Totem or Demonic Cloak and Batman/Flashpoint, dealing massive crit damage to the opponents, as Aquaman has the most powerful SP2 of all Flashpoint characters (Deathstroke and Batman have their SP2 deal reduced damage because of burn and stun). If you want Aquaman to be the main carry in Online Battle, equip him with Tantu Totem, The Master's Death Cart and Astro-Harness and use his SP2 on tag-in. His SP2 can be chained from the Cart's tag-in shots, a good way to get around block. Extra Invulnerability can help save him, especially in end-game stage, when most enemies have access to powerful gears and (crit) augments.
Interactions
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Aquaman. Having a card that "counters" Aquaman does not mean it is always a good choice.
Good With
- Any Flashpoint characters
- Batman/Flashpoint: Batman's destructive blows makes any Flashpoint teammate a dangerous threat.
- Hawkgirl/Prime: Faster tagging allows the Water Shield to be replenished frequently.
- Catwoman/Batman Returns: She pairs wonderfully with other strong DOT characters due to her team wide passive.
- Wonder Woman/New 52, Superman/New 52 and Shazam/New 52: Aquaman is counted as a Justice League member for their passives.
Good Against
- Bane/Luchador: Commonly used as a team one-shot glass cannon with the Cloak of Destiny, but even if he KO's Flashpoint Aquaman, if the latter has his water shield up, Bane would take all of the reflect damage, often bringing him to 1 health due to his low health stat.
- Shazam/Prime and Aquaman/Regime: If his combo ender effect triggers, he can potentially prevent their usage of super moves which triggers their passives.
- Characters who have (and rely on) strong specials, such as Ares/Prime and Deathstroke/Arkham Origins: He will reflect huge amounts of damage back at them from their specials.
Countered By
- Lobo/Prime and Static/Prime: Both are immune to power drain.
- Batman/Arkham Knight: Batman can choose to have immunity to power drain and DOT. Crit immunity can also be chosen to deal with Aquaman if he is paired with Flashpoint Batman.
- Aquaman/Injustice 2: Aquaman/Injustice 2's passive allows him to be a strong threat to DOT characters, including all versions of himself.
- Characters with powerful basic attacks such as Batman/Flashpoint, Catwoman/Batman Ninja and Green Lantern/Jessica Cruz Rebirth: They can deal large amounts of damage to him without being reflected.
- The Flash/Blackest Night: Flash and his Blackest Night teammates can heal and gain power from his bleed DOT.
- Raven/Prime: Damage reflection has a high risk of triggering her health swap.
Abilities
Here are Aquaman's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Trident Toss | First Special | Aquaman launches his Trident. BLEED: Deals DAMAGE-OVER-TIME. | Target |
Cephalopod Strike | Second Special | Aquaman harnesses the power of the ocean along with a mighty ocean predator. | Rapid Swipe (5%), Rapid Tap (5%) |
Atlantean Rage | Super Move | Call forth the mightiest predator of the oceans. UNBLOCKABLE. | Tap |
Cephalopod Strike, when used by the AI, is glitched and may causes you to randomly stop blocking on the 3rd hit. This is not a true Unblockable attack and no indication would appear. To potentially prevent this, release and reset your block in between the 2nd and 3rd hits during his special.
Support Cards and Gear
Here are Aquaman's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Throne of Atlantis | Health | 10% HEALTH BOOST. | 3,000 |
Poseidon's Trident | Damage | 10% DAMAGE BOOST. | 4,000 |
Armies of Atlantis | Energy | 10% ENERGY REGENERATION. | 5,000 |
Atlantean Polearm (Trident Of Poseidon) | Gear |
8% - 18% Damage boost to Special 2 [Aquaman] 100% AREA EFFECT: opponent's team takes 15% - 25% damage from Special 1 [EVOLVED] 15% - 25% stun chance on Special 2 |
25,000 - 1,000,000 (upgrading) |
Stats
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 10,571 | 18,225 |
Elite I | 15,856 | 27,337 |
Elite II | 21,141 | 36,450 |
Elite III | 31,712 | 54,675 |
Elite IV | 36,997 | 65,610 |
Elite V | 42,282 | 72,900 |
Elite VI | 47,567 | 82,013 |
Elite VII | 52,853 | 91,125 |
Elite VIII | 58,138 | 100,237 |
Elite IX | 63,423 | 109,350 |
Elite X | 74,631 | 140,400 |
Trivia
- "Cephalopod" is a class of animals that includes squid, octopus, cuttlefish, and nautilus. The creature that appears in Aquaman's Cephalopod Strike resembles a large squid. However, it cannot be the famous giant squid or colossal squid, as it lacks the two long tentacles those two species have. Rather, it may be the Humboldt squid, another very large species of squid that resembles the creature in size (being one of the few species to be larger than a human) and shape (although the Humboldt squid's fins are usually shorter and wider). It is the largest species of squid commonly encountered by humans, being caught commercially near the surface off the western coast of South America, and an aggressive predator known to attack humans.