Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 800/1,050 | 192,000 | Challenge Mode, Challenge Booster Pack, Bleed Out Pack, Special Challenge Booster Packs, Aquaman Celebration Pack, Phantom Zone reward (Veteran) |
Watery Grave: Aquaman's supermove drains the entire enemy team of ALL power. |
Regime Aquaman could be unlocked in his challenge. Afterwards, he can be randomly obtained from Challenge Booster Packs and the newly-added Apokolips Darkseid Challenge Pack, or as a guaranteed card from the Bleed Out Pack, but obtaining him from a pack will not unlock him for direct promotions.
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[]
While his base stats are low (and thus he is not viable at top levels of play), he can be played at lower levels where you are matched against opponents around your own stats. His variety of specials gives him decent flexibility in builds. His s1 is a bleed, which, unlike Catwoman, only does one hit so it won't feed your opponent too much power even if it is unblocked. His s2 is a plain old damage special with no quirks. Finally, his super drains all power from the enemy team, making it good against the likes of Ares, Deathstroke/Arkham Origins, or anyone else you need to power drain from a safe distance.
Mechanically, his super's power drain is considered to drain the exact amount of power his opponents have, not "3 bars" automatically. If they have little power, LexCorp Set's power drain reverse would accordingly gain little power. Universal damage reduction will reduce this power drain accordingly (e.g. if they only 1 bar of power, and 50% damage reduction, only half a bar will be drained).
Previously, his super move was known as a unique power drain that could affect any characters who are immune to power drain, such as Lobo/Prime, as well as those shielded by invulnerability effects, such as during Green Lantern/John Stewart's passive, but this was later fixed and they will now negate his super move's power drain.
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[]
- The Joker/The Killing Joke: His passive grants his teammates full power when he is knocked out, good for any super move reliant character, such as Aquaman who can drain all power from the enemy team with his super move.
- Catwoman/Batman Returns: Her passive allows Aquaman to deal a significantly greater amount of DOT on his SP1, increasing his threat level, especially when coupled with the right gear.
- Batgirl/Prime,Wonder Woman/New 52, Ra's al Ghul's Scimitar and Tantu Totem: They all give him power to activate Super Moves faster.
- Shazam/New 52: Aquaman will receive less damage.
- Superman/New 52: Aquaman is counted as Justice League character for his damage mitigation.
Good Against[]
- The Joker/The Killing Joke: Regime Aquaman can immediately drain all power from the enemy team after knocking out Joker, negating his passive. Note that if his super move is used for the knock-out blow, it will have no effect on Joker's passive.
- Bane/Arkham Origins: Same as the above, power given to Arkham characters when he reaches 50% health will be drained by Aquaman's Super Move.
- Shazam/Prime: Massive power drain can ensure that Shazam can never activate his passive
Countered By[]
- Characters who can apply power drain, such as Lex Luthor and Nightwing.
- Raven/Rebirth: Losing all power can help her trigger her passive even easier.
- Black Adam/Kahndaq: Due to his passive, Black Adam can constantly spam his specials and combo ender as they both drain power, thereby limiting Aquaman's effectiveness.
- Lobo/Prime, Static/Prime, Hal Jordan/Red Lantern and Batman/Arkham Knight: They are unaffected by his passive. Batman/Arkham Knight can also have power drain immunity, although it is optional.
- The Flash/Blackest Night: Bleed from Aquaman's SP1 will help Flash and his Blackest Night teammates to heal and generate power.
Abilities[]
Here are Aquaman's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Trident Toss | First Special | Aquaman launches his Trident. BLEED: Deals DAMAGE-OVER-TIME. | Target |
Trident Rush | Second Special | A series of trident strikes. | Meter Burn |
Atlantean Rage | Super Move | Call forth the mightiest predator of the oceans. UNBLOCKABLE. | Tap |
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 | 6,264 | 15,309 |
Elite I | 9,396 | 22,963 |
Elite II | 12,528 | 30,618 |
Elite III | 18,792 | 45,927 |
Elite IV | 21,924 | 55,112 |
Elite V | 25,056 | 61,236 |
Elite VI | 28,188 | 68,891 |
Elite VII | 31,320 | 76,545 |
Elite VIII | 34,452 | 84,199 |
Elite IX | 37,584 | 91,854 |
Elite X | 44,226 | 117,936 |
Trivia[]
- Both Regime and Prime versions of Aquaman used to have their super moves only do 40% of normal damage. This was removed in an update.
- His Supermove will do a small amount of additional damage to the entire enemy team, presumably due to a technical limitation requiring damage to be dealt to drain power.
- He's the only character that can drain opponents' power upon using his Supermove, and even against Hal Jordan/Red Lantern.