The Enchantress Companion Card EVOLVED is one of the 3 Companion Card Gears in the game. It is a piece of Legendary (5-Star) gear, evolved from the Epic (4-Star) gear, Enchantress Companion Card. The unevolved version can be obtained from the Last Laugh minigame in Survivor Mode.
Effects[]
- After any successful Special Attack skulls fly at the enemy dealing 1% - 10% additional DAMAGE each
- [EVOLVED] Each skull does 2% - 20% LIFEDRAIN
Mechanics[]
Upon a character using a Special Attack on the opponent, after 3 seconds, 3 skulls will fly toward the enemy, staggering them, dealing damage (as a % of the special's damage dealt) and Life drain (which heals by % of damage dealt by the skull, not the special, and may occur even through Invulnerability). It only activates if the character uses either of their Special 1 or 2, but NOT their Super move. The target cannot use specials or supers until the skulls have all finished attacking (except if the user uses two special attacks in rapid succession, in which case the opponent can use them after the first barrage of skulls is over). The skulls can be blocked, but only if the first skull does not land unblocked.
Despite unstated on the gear's description, each Suicide Squad character on your team will add one more skull, for the total of 6 skulls on a full Suicide Squad team. The additional skulls will apply even for non-Suicide Squad users.
The skulls hit the next opponent if the first one is KO'ed by the special, cannot crit, can damage the opponent and heal the user even if the user is tagged out, and will trigger both Black Adam/Prime's and Black Adam/Regime's (for his case, does not count as SP1) passives and the attacker will receive damage when this happens (if user tagged out, the reflect damage and stagger hits the active opponent instead).
Specials that deal no damage generally do not trigger Enchantress (exceptions include if damage is dealt by other sources during the special, e.g. The Master's Death Cart's tag in damage):
- Harley Quinn's Special 2 normally only triggers Enchantress on the bomb or Harley Quinn/Suicide Squad's picture.
- Aquaman/Prime's Special 2.
- The Joker/Suicide Squad and The Joker/Unhinged Suicide Squad's Special 1 does no damage if used against an opponent with 1 health and Joker gets the power gain effect.
- Special damage is negated by Superman/Injustice 2 (if not blocked), Batman/Dawn of Justice and Rebirth Wally West's passives, or if the whole special is negated by invulnerability.
The skull's damage is negated by Invulnerability. If the opponent tags out at the right time, the skulls would fly up and out of the screen attempting to hit them, but doesn't seem to do damage.
If skulls from a previous special hits an opponent during the next special's animation, they can apply DOT from gears like The Ibistick, League of Assassins Adept Blade, and LexCorp Helmet V2. They also can apply the gear shatter effect of Claw of Horus, or Area Effect like from League of Assassins Adept Knives. A character who is stunned will no longer be stunned after being hit by skulls, but skull hitting during a special (even if it is before any special hits) do not negate stun for the purpose of Cloak of Destiny and Nekron's Scythe. Also, when its user activate another special attack while the skulls are flying, those skulls may inherit effects that the special itself can inherit, such as Ares/Prime's Unblockable on SP2, Harley Quinn/Arkham's unblockable SP2 for Arkham characters, or some gear effects as stated above.
If this gear is given to Batman/Blackest Night or his Blackest Night teammates, the skulls will have an unblockable chance as well.
If Enchantresses is used by a teammate, then Martian Manhunter/Blackest Night tags in during his life drain phase, his passive will not life drain from the skulls; his life drain phases can heal from skull damage if he has the gear equipped (this is separate from the skull's own life drain).
The skulls can knock out an opponent, even if you are using another special that normally cannot knock out opponents in the middle (e.g. The Joker/Unhinged Suicide Squad's SP2). If The Joker/Unhinged Suicide Squad's special knocks out an opponent and triggers his passive (controls defeated opponent), Enchantress won't activate.
If the user is KO'ed immediately after using a special, only one skull will appear and it will do no damage.
If the skulls activate when the player is on the ground, you are unable to block any special attack. However, this does not work for the player.
Unusually, the AI may still block your basic attacks even when they are being attacked by skulls. This is not possible for the players unless they block beforehand. If you perform a special right before the skulls attack the enemy and if the enemy blocks, the skulls are blocked as well. For an enemy not on the ground (such as Superman or Static), the blocked skulls can drive them back, and if you use a melee special at the same time, it may miss.
Strategy[]
Though its effects don't look impressive, it is a great defensive gear for any character and probably the best one of all 3 Companion Cards. Its main use is to disable special attacks for the ENTIRE team, which means tagging out can't cleanse the effect. It is better than other special disable gears as its effect is guaranteed and can be triggered even the specials are blocked. This a effective way to deal with powerful special users (especially bosses) or opponents with Power Drain immunity. This gear is a good counter to Tantu Totem, if the wielder knocks out an enemy with special attacks, the next tag-in foe can't use their special with Totem's granted power, allowing your team to defeat that enemy quickly, especially Bane/Luchador and The Flash/Earth 2, who can stun and deal incredible damage on tag-in. Raven/Rebirth can be countered like the above. With enormous power supply, the user can potentially disable enemy team's specials for the whole match, especially effective when teamed with Killer Frost/Prime. However, the Life Drain is not impressive, and thus shouldn't be relied on for healing.
Each skull can also apply some gear effects such as DOT from The Ibistick or gear shatter from Claw of Horus if specials are used during the flying skulls' animation, although it isn't as good as The Master's Death Cart. Regardless, it can be a effective offensive tool if used right, and best used when the opponents are slowed down (e.g. Killer Frost's SP1) for easier timing. Both two Killer Frost cards are great with this if player want to utilize their special 1, which has Deep Freeze effect. Combined with DOT gears such as The Ibistick, or Claw of Horus can make their specials apply many effects in one special: slow, power dampening, special disable, attack interruption, DOT, gear shatter and life drain. With enough power supply from characters like Wonder Woman/600, they can effectively flood the enemy team with irritating effects, and can be enchanted further with their dangerous passives.
The Enchantress also has an unique use, as it can apply unblockable effects from passives of Harley Quinn/Arkham, Batman/Red Son, etc., the skulls can be used to create an series of unblockable specials chaining, by adding 3 more attempts to break block on each special. This is also a famous build for SP2 of Arkham characters (particularly Batman/Arkham Knight) when equipped with Tantu Totem and teamed with Harley Quinn/Arkham: Using the first SP2 to KO the enemy, the character can have their power restored by Totem, and use another SP2 when the skulls are coming to break block, landing the whole special unblocked. Batman/Arkham Knight is by far the best user of this build, as he can start the fight with SP2 thanks to his passive, ending the fight within a few seconds with a barrage of unblockable SP2. Batman/Red Son's Red Son team can also use this build on SP1, but it requires a very powerful SP1 to knock out the enemy for Totem's power refund (which they lack) or insanely fast power generation (which can be patched by Wonder Woman/Red Son).
Fusing[]
Level | Credits | |||
---|---|---|---|---|
+1 | 1,000 | 4 | 4 | 4 |
+2 | 2,000 | 6 | 6 | 6 |
+3 | 3,000 | 8 | 8 | 8 |
+4 | 4,000 | 10 | 10 | 10 |
+5 | 5,000 | 12 | 12 | 12 |
+6 | 6,000 | 14 | 14 | 14 |
+7 | 7,000 | 16 | 16 | 16 |
+8 | 8,000 | 18 | 18 | 18 |
+9 | 9,000 | 20 | 20 | 20 |
+10 | 10,000 | 24 | 24 | 24 |
Credits | ||||
---|---|---|---|---|
60,000 | 15 | 15 | 15 | 5 |
115,000 | 147 | 147 | 147 | 5 |
Level | Credits | |||
---|---|---|---|---|
+1 | 5,000 | 4 | 4 | 4 |
+2 | 10,000 | 6 | 6 | 6 |
+3 | 15,000 | 8 | 8 | 8 |
+4 | 20,000 | 12 | 12 | 12 |
+5 | 25,000 | 20 | 20 | 20 |
+6 | 30,000 | 28 | 28 | 28 |
+7 | 35,000 | 36 | 36 | 36 |
+8 | 40,000 | 48 | 48 | 48 |
+9 | 45,000 | 60 | 60 | 60 |
+10 | 50,000 | 72 | 72 | 72 |
Credits | ||||
---|---|---|---|---|
390,000 | 441 | 441 | 441 | 5 |
Shattering[]
Evolution | Bonus
Shards |
|||||||
---|---|---|---|---|---|---|---|---|
Unevolved | 20 | 20 | 20 | 1 | --> | ? | ? | ? |
Evolved | 24 | 24 | 24 | 1 | --> | ? | ? | ? |
Maxed | 24 | 24 | 24 | 1 | --> | 36-71 | 36-70 | 36-70 |
Ignoring the power credit cost and assuming minimum output (24 red, 24 blue, 24 green), evolving it breaks even after 7 gear pieces shattered.
Ignoring the power credit cost and assuming minimum output (60 red, 60 blue, 60 green), maxing it breaks even after 5 gear pieces shattered (over the base evolved form).
Trivia[]
- Due to the fact that the skulls won't appear if a Special(s) is not used "successfully" on a character, thus, if Superman/Injustice 2's passive is active when a Special Attack is used on him, and the same goes for Batman/Dawn of Justice (since he has a chance to evade specials because of his passive) as well, the skulls won't be coming at them.
- However, this formerly does not apply for ALL versions of Harley Quinn, so if they were to activate their special 2, Bag-o-Tricks (and even without picking the bomb or picking the bomb but deals no damage), the gear's effect would still works and the skulls would still be activated!
- The skulls always surround the character that's equipped with it. As such, it is possible to see them on The Joker/Suicide Squad if summoned by Harley Quinn/Suicide Squad, during Harley Quinn/Arkham Knight's surprise attack, or on Aquaman/Flashpoint or Batman/Flashpoint if they assist Deathstroke/Flashpoint.
- This and the Diablo Companion Card are the only Legendary gears to have only 2 effects. Whereas, others have 3 or 4.
- A character equipped with this card always has the three skulls surrounding them, making it the only single gear piece with a persistent animation (LexCorp Set also has one, but requires all 3 pieces equipped; Quake Engine's animation only appear when facing an opponent with less than 1 bar of power).
See Also[]
Gear (evolved) |
---|
4→5 star 5-U-93-R Pill (Overpowered 5-U-93-R) • Alien Artifact (Mother Box) • Ancient Katana (Soultaker Sword) • Astro Force (Astro-Harness) • Black Diamond (Heart of Darkness) • Black Power Battery (Nekron's Scythe) • Cloak (Cloak of Destiny) • Gingo Fruit (Gingold Soda) • Gloves of Azrael (Gauntlets of Azrael) • Mysterious Artifact (The Ibistick) • Nightwing's Ninjato (Brandished Ninjato) • Ra's Al Ghul's Dagger (Ra's Al Ghul's Scimitar) • Riddler's Cane (Riddler's Staff) • Scarecrow's Mask (Scarecrow's Ventilator Mask) • Sengoku Helmet (Batman Ninja Helmet) • The Batmobile (Militarized Batmobile) • The Master's Arms (The Master's Death Cart) • Time Capsule (Quake Engine) • Totem (Tantu Totem) • War Gauntlet (Claw of Horus)
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