Rarity | Base Stats | Price | Obtained From |
---|---|---|---|
Gold | 1,240/1,360 | 426,000 | Achieving Top 5% In Online Battle Seasons, Nth Metal Ultimate Pack, Christmas Pack 1, Christmas Pack 2, Ultimate Bundle Villains And Monsters, Ultimate Bundle Top Teammates |
Pirate Crew: Deathstroke has a chance on Special Attacks to be assisted by Flashpoint teammates. The more Flashpoint characters, the more attacks he gets on his combo ender. |
Flashpoint Deathstroke is an Online Battle season reward character from the Flashpoint series, introduced in the 2.15 update. Having one of the most devastating combo enders and special attacks in the game, Deathstroke is one of the biggest threats in Online Battle when supported by his Flashpoint teammates.
Strategy
Basic Attacks
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3% - 3% - 3% - 3% - 3%* - 4%* - 4%*) | 18 - 29%* |
Heavy | 4% - 4% - 4% | 12% |
The numbers with * are for additional Flashpoint characters. 1 extra hit for 1 character on team, 3 extra hits in total for 2 characters.
Passive
Combo ender
Deathstroke gains more hits on his 4-hit combo ender for every Flashpoint character on his team, totaling up to 7 hits on his combo ender and 10 hits overall on his light basic attacks. The extra hits on his combo ender will dissipate for each Flashpoint member that is knocked out. This means that if Deathstroke is the only character left on the team, he will perform his 4-hit combo ender as per normal. His signature gear, the Promethium Longsword, gives him basic damage boost, basic crit chance boost, and crit damage boost, this can be exceptionally dangerous especially when paired with Batman/Flashpoint for crit hits to deal colossal amounts of damage. The second hit of Deathstroke's light basic attack is a fully ranged pistol which can deliver a free hit after heavy attacks, a full knockdown chain, and after blocking ranged specials. If one of his combo ender hits knock out an enemy, the sword flip hits can be interrupted by the next tag-in enemy.
Assists on special attacks
When Deathstroke's passive is activated, the damage done by a teammate on his special attack is calculated off of their respective damage stats (approx. 17% damage on SP1 assist and 33% damage on SP2 assist), and it will not receive SP damage boost from Deathstroke's gear. The crit chance, crit damage, and assist damage will depend on the teammates stats and gear, not Deathstroke's.
The assist technically has a 100% chance to activate, however there is a short cooldown period where the assist isn't fully finished (aka assist characters haven't left the field yet) and if another special attack is activated during that time, the assist will not trigger. This quirk means that when chaining special 1 attacks, you will find that the second special 1 you do won't ever get the assist if you use it too soon.
The assist counts as a special attack; therefore, special attack damage reduction effects such as Green Lantern/Red Son's passive can reduce its damage. It functions independent of the mini-game performances you get on the special attack and ignores blocking.
The assists also count as part of Deathstroke's special attacks for gear effects, so in order to apply effect from gears, those gears must be equipped on Deathstroke. Effects from Deathstroke's gears that can trigger on the assists:
- Tantu Totem's power refund.
- Claw of Horus' Disable Gear effect on SP1
- DOTs from The Ibistick, LexCorp Helmet V2 & League of Assassins Adept Blade
- Fourth World Godly Mace's Power Drain on SP2
- Area Effect on specials
- Soultaker Sword's damage drain will be given to Deathstroke if the assists KO the enemies
However, there are some effects from Deathstroke's gears that don't affect the assists:
- SP damage boost
- Crit chance on special attacks
- Damage boost against stunned or frozen enemies from Cloak of Destiny and Nekron's Scythe
- Life Drain on special attacks
- All effects that can be triggered only at the first hit of a special, since the assists come either in the middle or at the end of the special.
Gears equipped on Flashpoint teammates will not contribute to their special-attack-related effects to the assists, except SP damage boosts and crit chance on SP. Area effect on specials effect on a Flashpoint teammate may contribute to his own assist attack, but it's inconsistent and may apply on KO blow only. Sometimes, when the assists crit, their damage texts don't turn red but are still yellow.
If Lord Joker/Batman Ninja is on the same team, the assist can deal Area Effect damage as well.
If there are two Flashpoint characters on his team, his special attacks will summon both of them simultaneously and not one or the other. If the assist is reflected (by Black Adam/Regime for example), the reflect damage will be dealt to the assistant. This will be signified by the visual effect for AOE damage occurring on that teammate's portrait. However, assist damage will count as Deathstroke's damage in match statistics.
On the player's side, the assist can crit against blocking enemies, even against ones with crit immunity, making it extremely powerful and unstoppable, especially with Batman/Flashpoint's passive. Because of that, it is heavily recommended to equip Flashpoint teammates with crit chance on special attacks gear, or even better, augment them with damage and both crit ones, resulting in lethal assist damage. Batman is the better assistant because he has a higher damage stat than Aquaman, and Aquaman's SP1 and SP2 generally have many better builds.
Interestingly, in Survivor Mode, even when one or both Flashpoint teammates are permanently knocked out, as they are still part his team should the player not choose to use the substitutes yet and begin a new round, he would still be able to use his improved combo ender as though both were alive. However, his teammate assist will only work partially or not work at all (depending on how many teammates were KO'd). Likewise, his improved combo ender will still dissipate by one step the moment one of them is knocked out during the round.
Gear
One could use Flashpoint Deathstroke as a devastating Special Attack user in a full Flashpoint team. Equipping Deathstroke with The Ibistick, Tantu Totem and The Master's Death Cart will cause a single Special 2 or even a Special 1 to devastate the opponent even if they are blocking, even more so if the teammate assist triggers. The Ibistick's burn will stack with Deathstroke's SP2 DoT, causing the DoT to burn off large chunks of the enemy's health within mere seconds. Another viable build would be to focus on his Special 1 and swap out The Ibistick for the League of Assassins Adept Knives, which will result in Deathstroke wiping out the entire team in one or two Special 1 attacks (Information about this build can be found here). The Death Cart can also be replaced in an SP1 build, with a gear that boosts crit damage, such as the LexCorp Helmet V2, which would also aid in defense, or Deathstroke's signature gear, the Promethium Longsword, which also strengthens Deathstroke's basic attacks
As the assists on specials can apply status effect from gears like Claw of Horus and The Ibistick, those gears are also great choices for him. Claw of Horus allows his SP1 to disable 3 pieces of gear at max with just one usage, leaving opponents with no gear left to protect them.
For basic attack build, the Gauntlets of Azrael and Overpowered 5-U-93-R can be considered as he has the strongest combo ender in the game in a full Flashpoint team. Overpowered 5-U-93-R grants crit chance on basic attacks that is lethal when teamed with Batman/Flashpoint. Both it and Gauntlets of Azrael provide life drain on combo enders, allowing Deathstroke to heal his whole team while dealing enormous damage to the enemies. Gears like the Promethium Longsword and Netherrealm Kama can provide a massive damage boost to basic attacks, while also giving a crit chance on basic attacks. The former also gives Deathstroke a crit boost, allowing him to deal even more damage with his attacks. Mutated Bone Spikes and Knife Collection grant the same damage boost to basics attacks as the two aforementioned gears, and while they don't give a crit chance on basic attacks, they can allow Deathstroke to heal when he uses his SP1 (note that the healing from both of these gears does not stack, so it's best to only equip one of these).
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 Deathstroke. Having a card that "counters" Deathstroke does not mean it is always a good choice.
Good With
- Other Flashpoint characters.
- Batman/Flashpoint: The increased crit damage he shares with Flashpoint teammates can trigger on basic attacks, specials and teammate assists, allowing Deathstroke to decimate the enemy.
- Lord Joker/Batman Ninja: With the help of Lord Joker, Deathstroke's Specials deal 20% Area-Effect Damage to the tagged out opponents.
Good Against
- Green Lantern/Red Son: The teammate assist during his special attacks can still crit, and with Batman/Flashpoint, can deal really heavy damage. This however, will not work with basic attacks.
- Superman/Injustice 2, Batman/Dawn of Justice, The Flash/Reverse Flash, The Flash/Wally West Rebirth, Riddler's Staff, and Mother Box: In a complete Flashpoint team, he can use his immensely powerful combo ender to defeat these characters and gears without triggering their passives, or in the case of the two aforementioned gears, blink effect on SP1 and SP2 respectively.
- Killer Frost/Prime: Similar to above, he can take down Killer Frost without needing so much power using his improved combo ender.
- Superman/Blackest Night: Blocking won't protect him from Deathstroke's assist attacks, and the assist can even crit against block if Deathstroke is in player's side.
Countered By
- Superman/Injustice 2: The teammate assist counts as part of Deathstroke's special attacks. Therefore, Superman is able to negate its damage completely if not blocking.
- Scorpion/Klassic: Scorpion's passive negates the burning DOT from Deathstroke's Special 2 and can reflect his special attack damage after tag-in, including the damage done by the assists, but not basic attacks.
- The Flash/Blackest Night: Assuming that The Flash is in a Blackest Night team with Hawkgirl/Blackest Night and is equipped with 2/3 pieces of the Fourth World Set and Nekron's Scythe, Flash's resurrections will absorb Deathstroke's devastating special attacks. Not only that, but his chance to interrupt basic attacks will reduce the effectiveness of Deathstroke's ridiculously powerful basic attacks. Also, Deathstroke's SP2 Burn will only give Flash massive amounts of health and power, further turning the tables on him. Be noted that his "Point Blank" special may shatter all pieces of gear on Flash with Claw of Horus and the Flashpoint assists, canceling one or two of his resurrections.
- Batman/Arkham Knight: Batman can choose to be immune to Damage-Over Time, rendering the DoT on Deathstroke's SP2 useless. Crit immunity should be also picked as he is commonly paired with Batman/Flashpoint.
- Superman/Godfall: He can reflect Deathstroke's powerful light combo. Be noted that only AI can execute full basic combo when blocked so this is used to counter enemy Deathstroke only.
- Batman/Gaslight: The Swarm of Bats on teammate tag-in can cause Deathstroke's basic attacks to miss, preventing him from executing his powerful and long combo ender.
Abilities
Here are Deathstroke's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Point Blank | Second Special | Deathstroke uses his dual pistols to great effect, laying down a hail of bullets. | Target |
One Man Army | Second Special | Deathstroke destroys anyone in his path on his way to finding his lost crew and daughter. BURNING: DAMAGE-OVER-TIME for 6 secs. | Rapid Swipe, Target |
Eye for an Eye | Super Move | Deathstroke remains the undisputed virtuoso of death. UNBLOCKABLE. | Tap |
Deathstroke can chain his SP1, Point Blank, from his heavy basic attacks. Unlike the other variants of Deathstroke who have this ability, the combo is not timing dependent for Flashpoint Deathstroke, making it very easy to land an unblocked SP1.
Deathstroke's SP2 deals reduced damage because of the status effect applied on it. Its actual damage, however, is slightly higher than what is stated in the special's description. This is without accounting for the assists on his SP2.
Normal damage | Stated damage | Observed damage |
---|---|---|
99% ~ 198% | 49.5% ~ 99% | 50% ~ 100% |
NOTE: All values are for a fully upgraded SP2, and are expressed as a percentage of the character's damage stat.
Support Cards and Gear
Here are Deathstroke's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Promethium Armor | Health | 10% HEALTH BOOST. | 3,000 |
Personal Arsenal | Damage | 10% DAMAGE BOOST. | 4,000 |
Contract Killer | Energy | 10% ENERGY REGENERATION. | 5,000 |
Alloy Sword (Promethium Longsword) | Gear |
50% - 70% DAMAGE BOOST to basic attacks [Deathstroke] CRIT boost: 30% - 50% more damage on CRIT attacks [EVOLVED] 35% - 45% CRIT chance on basic attacks |
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 | 9,709 | 19,829 |
Elite I | 14,564 | 29,743 |
Elite II | 19,418 | 39,658 |
Elite III | 29,128 | 59,486 |
Elite IV | 33,982 | 71,384 |
Elite V | 38,837 | 79,315 |
Elite VI | 43,691 | 89,230 |
Elite VII | 48,546 | 99,144 |
Elite VIII | 53,401 | 109,058 |
Elite IX | 58,255 | 118,973 |
Elite X | 68,550 | 152,755 |
Trivia
- He has the highest base damage stat of any Deathstroke character, followed by Deathstroke/Red Son.
- He has the same base stats as Hawkgirl/Blackest Night and, for this reason, succeeds her as the 2nd gold character to have base stats divisible by 10 but not divisible by 50.
- He also has the same base stats with Killer Croc/Arkham.
- At Elite X (fully augmented) when teamed up with both Flashpoint characters, and geared up with the Promethium Longsword, Overpowered 5-U-93-R and the Gauntlets of Azrael, Deathstroke can do over 220k damage in a single light basic combo!
- He is the second version of Deathstroke to be shown without a mask or a helmet, following Deathstroke/Insurgency.
- The name of his passive as well as the description of his SP2 reflects his history in the Flashpoint timeline; Deathstroke becomes captain of his own pirate crew in order to find his daughter and plunder the divided world of its treasure after the war between the Amazonians and Atlanteans.
- He is also the second version of Deathstroke to have an ability that deals a status effect, following Deathstroke/Prime.
- He has the same light basic attack as Deathstroke/Insurgency. The light basic pistol is fully ranged and can deliver a free hit after heavy attacks, the full knockdown chain, and after blocking ranged specials.
- The description of the 2.15 update on the App Store/Play Store stated that Deathstroke would be a Challenge Mode unlock. However, he was released as an Online Battle season reward.
- The portion of Deathstroke's passive related to specials ignores Green Lantern/Red Son's passive, meaning it can crit.
- Flashpoint Deathstroke is currently the only character with a 4-hit combo ender, and the only character with a 7-hit combo ender.
- Additionally, Flashpoint Deathstroke is currently the only character whose combo ender can have a varying number of hits.
- Flashpoint Deathstroke's combo ender (including Flashpoint teammates) can be seen as a combination of the previous Deathstroke's Special Moves. He starts the combo ender with Deathstroke/Insurgency's "Full Auto", follows up with a backflip which is similar to the last hit of Deathstroke/Arkham Origins's ''Identity Crisis" and ends the combo ender with Deathstroke/Prime's "Sword Flip" (Note that the final hit of the combo ender does not inflict bleed like the special in concern normally would).
- When called in for the assists, Deathstroke's Flashpoint teammates can be seen with certain visual effects if said effect was active while they were tagged out. For example, either Batman or Aquaman can be seen bleeding if they were under the influence of Catwoman/Arkham Knight's unique bleed DOT. They can also be seen with Invulnerability effects granted by Astro-Harness, Green Lantern/John Stewart's passive and in Batman's case, the shield given by Militarized Batmobile, if the Invulnerability was activated shortly before tag-out or while tagged-out.
- Part of his SP2 is based on the "Slade Way" combo string from the console game.
- As the AI, there used to be a glitch that often causes Batman and Aquaman to be unable to attack Deathstroke's opponent after a special, and the match locks into a mode as if he is still using his special until the end. Players cannot switch characters or use their own specials and when the opposing Aquaman and Deathstroke attempt to switch out for Batman, it will not actually switch them out and the player would then be facing nobody, causing them to forcefully quit the match. Players can temporarily prevent it by knocking out Deathstroke or either of his Flashpoint teammates before he activates his own special attack. This has been fixed in 2.19 and now his teammate assist will work properly on both sides.