Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 850/1,200 | 231,000 | Challenge Mode, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Challenge Booster Pack, Ice Breaker Pack, Special Challenge Booster Packs, Survivor Pack (2nd Edition), Phantom Zone reward (Elite) |
Best Served Cold: Dampens all opponents power generation by 50%. |
Killer Frost Prime is a versatile character, wielding one of the most dangerous debuffs to fight against and tricky basic and special attacks. She is definitely a "cool" card to have in your arsenal, and often a dragged-out slugfest to face.
She is known to be a guaranteed pull in the Ice Breaker Pack. However, obtaining her from a pack will not unlock her for direct promotions.
Strategy[]
Killer Frost Prime offers a lot to her team besides her powerful static debuff: she had a strong combo ender which is still decent today, and each of her special attacks has very useful effects without the normally associated damage penalty. She can be geared effectively with any of her attacks in mind.
Basic Attacks[]
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (4% - 4%) | 14% |
Heavy | 4% - 4% - 2% - 2% | 12% |
Killer Frost has a decent light basic attack pattern: not only does she have a two-hit combo ender, but each hit also does 4% of her damage as a base as opposed to the normal 3%, making her one of the first celebrated users of Gauntlets of Azrael prior to being overshadowed by newer characters in this regard.
Her heavy combo is interesting: it deals 12% of her damage as a base same as the typical heavy combo, but it does so in 4 hits instead of in 3, generating more power.
Passive[]
"Best Served Cold" reduces the power generation of each member of the opponent's team by 50%. This seems to be done on an additive basis, meaning that a character equipped with the fully fused The Ibistick (which gives a 20% power generation increase when fully maxed out) but with no other power generation boosts will generate power at 70% the normal rate.
This effect stacks with the freezing effects that come on both of Killer Frost/Regime's specials (which also will reduce power generation by 50%), meaning that, without an effect increasing power generation, Prime Killer Frost can allow opponents' power generation to be frozen to absolutely 0%. It is not stated in her passive or in the description of the move, but Killer Frost/Prime's SP1 actually has the same freezing effects as those mentioned in her Regime counterpart's passive (see below in Interactions and Abilities sections). However, it appears in Online Battles, power can still be generated under those effects, albeit very slowly.
Her passive will work if she is on your team, regardless of being tagged in, out, or KO'ed.
Gear[]
As she just has to be on the team for her passive, gear setup isn't important on her. However, she can be built as a tank with Fourth World Set or any other tank gear. Gingold Soda is a decent choice since enemies cannot use their specials regularly.
Player may be interested in her SP1, which applies Deep Freeze effect. Gears such as The Ibistick, LexCorp Helmet V2, Claw of Horus and Enchantress Companion Card EVOLVED combined can make her SP1 become deadly with various effects.
Her SP2, meanwhile, is one of the only specials in the game to always be (partially) unblockable without any penalty or reliance on passive. Thus, many often geared her up to use this special if they can. Aside from that, it can be chained from her heavy basics, which can potentially make her whole SP2 land unblocked. Because of the SP2's Freeze effect in the middle, Nekron's Scythe is a good choice for SP2 build, along with power generation or SP2 boost gears.
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 Killer Frost. Having a card that "counters" Killer Frost does not mean it is always a good choice.
Good With[]
- Wonder Woman/600: Her passive gives Prime Killer Frost 30% more damage and power generation; with some gear, her entire team can be gaining power at about three times as fast as the enemy team - they won't be able to quit fast enough.
- Killer Frost/Regime: The pair of suffocating team-wide debuffs are simply an immense pain to fight against. Prime Killer Frost's s2 in particular is a large amount of unblockable damage that is just not recoverable against Regime Killer Frost's healing reduction. Indeed, Regime Killer Frost, 600 Wonder Woman and either one of Prime Killer Frost or Cassandra Cain Batgirl are common teams on multiplayer defense and are quite possibly the most frustrating opponents there could be.
- Solomon Grundy/Earth 2: Solomon Grundy (and another Earth 2 teammate of choice) will cause the opponent to generate no power at all except due to gear or passive power boosts when teamed with Killer Frost.
- Green Lantern/Regime: Despite being a silver character, mixing Killer Frost's power dampening passive with his fast power generation allows the whole team to use a lot of specials before their opponents get their chance to use theirs.
- Nightwing/Batman Ninja: Combining Nightwing's power draining passive and Killer Frost's power dampening can make it so that the enemy cannot generate a single bar of power.
- Batman/Gaslight: The Swarm of Bats on tag-in will severely cripple the opponent's ability to generate power further.
Good Against[]
- Killer Croc/Arkham: Killer Frost's power dampening will ensure that Croc cannot reach his specials to build up armor as much as he would otherwise. Additionally, with already the slowest movement speed in the game, Killer Frost's SP1 will absolutely cripple Killer Croc's ability to move at all.
- Superman/Dawn of Justice: Killer Frost dampens power generation, thus making it harder for Superman to use his special attacks.
- Superman/New 52: The reduced rate of power generation makes it extremely difficult for Superman to gain his unrinsible basic attack buffs.
- Any other characters with special or super move dependent passives.
- Batman Ninja Helmet: It needs a lot of power to be significantly effective. Therefore, it loses its effectiveness because of Killer Frost's dampening passive.
- The Flash/Metahuman, The Flash/Regime, and Deathstroke/Red Son: Her SP1 can slow their speed, greatly countering their passives.
Countered By[]
- Batman/Arkham Origins, and Batman/Arkham Knight: Killer Frost's power dampening has no effect against Arkham Origins Batman's passive and does not affect Arkham Knight Batman's "add two bars of power" effect, allowing either of them to do a devastating first blow before she could drag it out too long to turn the battle to her favor.
- Batgirl/Prime: Similar to Arkham Origins Batman, but one bar to each teammate instead.
- Bane/Arkham Origins: Similar to Batgirl/Prime, but only if Bane’s health drops below 50%.
- Batgirl/Cassandra Cain, Black Adam/Regime, etc.: Any card that can deal significant damage without relying on power will have an advantage.
- The Joker/The Killing Joke, Doomsday/Containment, Hal Jordan/Red Lantern, Harley Quinn/Arkham Knight: Their passives grant power that is unaffected by her passive.
- Harley Quinn/Suicide Squad: If Harley Quinn manages to gain 2 power bars, she can activate her SP2 to use the power gain buff and potentially give herself and her teammates a bar of power, unaffected by Killer Frost's passive.
- The Joker/Suicide Squad and The Joker Unhinged/Suicide Squad: Upon gaining 1 bar of power, they can activate their SP1 and potentially gain 1.5 bars of power which is unaffected by her passive.
- Characters with strong basic attacks: These characters rely more on basic damage, not special damage.
- Batman/Flashpoint: With high base damage and crit chance, Batman can easily knock out Killer Frost or any of her teammates without the use of specials.
- The Arkham Knight/Arkham Knight: The Arkham Knight's claim to fame are his 6-hit light and heavy combos, which can remove chunks of health without needing power.
- Green Arrow/Rebirth & Green Lantern/Jessica Cruz Rebirth: Both of them have long combo enders which allow them to deal heavy damage with their light combos.
- Deathstroke/Flashpoint: On a full Flashpoint team, Deathstroke can blaze though opponents with his light combo due to his long combo ender that is further boosted with the chance to deal twice as powerful crit damage, courtesy of Batman/Flashpoint.
- Superman/New 52: If Superman however managed to gain 3 stacks of buff (especially with Tantu Totem as most of its effects ignores her passive), he can use his powerful basic attacks to destroy his opponents without relying on power anymore.
- Raven/Rebirth: Reduced power generation actually pairs well with Raven since she steals all of her opponent's power if it is more than her own when she tags into a match.
- Static/Prime: Reduced power generation doesn't affect Static as much as other characters since he generates a significant amount of power by successfully blocking special attacks.
- Superman/Blackest Night: Superman is immune to Killer Frost's unblockable SP2, along with Blackest Night characters that are teamed with him.
- Superman/Injustice 2, Batman/Dawn of Justice, The Flash/Reverse Flash, The Flash/Wally West Rebirth, Riddler's Staff, and Mother Box: They can avoid Killer Frost’s Specials, thereby avoiding either the Deep Freeze status effect or the partially-unblockable SP2.
- Tantu Totem: The tag-in power gain and power refunds are not affected by Killer Frost's passive.
Abilities[]
Here are Killer Frost's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Cold as Ice | First Special | Killer Frost serves up an icy treat on the rocks. Applies DEEP FREEZE. | Quick tap |
Black Ice | Second Special | Killer Frost summons an UNBLOCKABLE freezing wind, and deadly ice attacks. | Rapid Swipe, Target |
Endless Whiteout | Super Move | Killer Frost traps her opponent before attacking with various deadly ice constructs. UNBLOCKABLE. | Tap |
Her SP1, Cold as Ice, slows the opponent and further (additively) cuts their power generation by 50%. This effect cannot simply be blocked, and will pass the effect on to the next opponent if the last hit achieves a knockout. Without a further source of power generation, the opponent's power generation is zeroed.
Her SP2, Black Ice, can be chained from her heavy basic combo. Black Ice's freeze does benefit from Nekron's Scythe's damage boost, increasing the damage of the next hit.
Killer Frost throws two ice daggers during Black Ice and follows up with a dash into her opponent. However, as the daggers have a very slow missile speed (while the dash is fast), if she knocks back her opponent before using Black Ice, it is possible for the daggers to hit after the dash. This is a significant difference when used with Nekron's Scythe, as only the first hit against the frozen opponent is boosted, and the dash does more than 10x the damage of a dagger.
Occasionally, the daggers may hit so late it becomes outside of the special's time range, turning its damage type from yellow to white. It appears that stun on SP2 from gear cannot be applied if the special has been changed like this. The daggers momentarily stagger the opponent after the special ends, allowing her to possibly follow up with basic attacks.
Support Cards and Gear[]
Here are Killer Frost's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Thermafrost Accident | Health | 10% HEALTH BOOST. | 3,000 |
Ice Pack | Damage | 10% DAMAGE BOOST. | 4,000 |
Neron's Bargain | Energy | 10% ENERGY REGENERATION. | 5,000 |
Icebound Necklace (Thermafrost Necklace) | Gear |
8% - 18% POWER GENERATION increase [Killer Frost] 20% - 30% LIFEDRAIN chance on Special 2 [EVOLVED] DISABLE enemy Specials: 15% - 25% chance on Special 1 |
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 | 6,656 | 17,496 |
Elite I | 9,983 | 26,244 |
Elite II | 13,311 | 34,992 |
Elite III | 19,967 | 52,488 |
Elite IV | 23,294 | 62,986 |
Elite V | 26,622 | 69,984 |
Elite VI | 29,950 | 78,732 |
Elite VII | 33,277 | 87,480 |
Elite VIII | 36,605 | 96,228 |
Elite IX | 39,933 | 104,976 |
Elite X | 46,990 | 134,784 |
Trivia[]
- During the 2.10.1 update for the Catwoman/Ame-Comi's Challenge, since 2 of the requirements were Bane and Killer Frost, the long-awaited Ice Breaker Pack has finally been added into the store as a way for players to obtain these 2 characters, and also mark the first time that she's available in ANY pack.
- She can potentially reduce her opponent(s)' power generation to 0% as long as they don't have any extra power generation from gears or teammates; if her opponent does, they will only generate as much power as the extra power generation allows.