Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Silver | 350/480 | 45,000 | Available in Store, Silver Booster Pack, Gotham Pack, Black Friday Pack 1 |
From The Grave: Once per match, on the brink of defeat Grundy will immediately regenerate 50% of his total HEALTH. |
Strategy[]
Basic Attacks[]
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 4% - 4% | 12% |
Passive[]
Solomon Grundy Prime is a tank of a silver card. Despite so, the one thing that lacks with Grundy is his speed; it's critically slow. However, due to his passive, he can take "one blow that would've killed you", which can quickly save you in a match, thus can possibly make him a valuable card. On top of that he gains half his health back, despite having massive health, since his damage is not as high as other Silver cards, thus making him more of a staller than an attacker.
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 Solomon Grundy. Having a card that "counters" Solomon Grundy does not mean it is always a good choice.
Good With[]
- Green Lantern/John Stewart: When Grundy's health first falls between 1% and 20% remaining (either before or after resurrection), John Stewart's passive will render him temporarily invulnerable. This can act as a second chance/life saver for Grundy.
- The Flash/Regime: The Flash's passive greatly assists Grundy's sluggish basic attacks.
- Deathstroke/Red Son: Deathstroke's passive can give Grundy a speed boost, albeit one that is much weaker than The Flash/Regime's passive.
- Batman/Prime: Aids with Grundy’s low damage stat.
Good Against[]
- Ares/Prime: His widely used one-hit special 2 cannot overflow into the new lease on life granted by Solomon Grundy's resurrection, rendering the move always less effective than a comparable multi-hit special.
- Batman/Arkham Origins: On lower levels, his 2 bars of power may successfully knockout Grundy, but this will trigger Grundy’s passive, limiting Batman’s ability.
- Doomsday/Prime: Doomsday does not gain any health from Grundy until he's knocked out for real.
- Catwoman/Arkham Knight: While Grundy is tagged out, Catwoman's bleeding DOT will stop at 1 health point, having no effect on Grundy’s resurrections.
Countered By[]
- The Flash/Elseworld: His passive when triggered will make Grundy slower than he already is, rendering him temporarily useless.
- The Flash/Earth 2: His special attacks can slow Grundy down even more when he uses them, making him temporarily useless.
- Nightwing/Regime: His multi-hit SP2 can tear through Solomon Grundy's resurrection.
- Killer Frost/Prime and Killer Frost/Regime: Her SP1 can slow Grundy down even more, making him temporarily useless.
Abilities[]
Here are Solomon Grundy's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Cleaver Spin | First Special | Grundy uses the cleavers lodged into his back to slash at his opponent. | Rapid Swipe |
Swamp Hands | Second Special | Grundy calls forth the dead to strike at his enemies. CHANCE to STUN. | Quick Tap |
Grave Digger | Super Move | Grundy beats on his opponent with a tombstone he was saving for just this occasion. UNBLOCKABLE. | Tap |
Although the animation of Swamp Hands is always in front of Grundy, it can actually hit an opponent from long range.
Support Cards and Gear[]
Here are Solomon Grundy's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Swamp Origin | Health | 10% HEALTH BOOST. | 3,000 |
Undead Strength | Damage | 10% DAMAGE BOOST. | 4,000 |
Reanimation | Energy | 10% ENERGY REGENERATION. | 5,000 |
Butcher's Knife (Knife Collection) | Gear |
50% - 70% DAMAGE BOOST to basic attacks [Solomon Grundy] 15% - 25% UNBLOCKABLE chance on basic attacks [EVOLVED] HEAL SELF 10% - 15% 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 | 2,740* | 6,998 |
Elite I | 3,837 | 9,798 |
Elite II | 4,933 | 12,597 |
Elite III | 6,029 | 15,396* |
Elite IV | 7,125 | 18,196 |
Elite V | 8,221* | 20,995 |
Elite VI | 9,318 | 23,795 |
Elite VII | 10,414 | 26,594 |
Elite VIII | 11,510 | 29,393 |
Elite IX | 12,606 | 32,193 |
Elite X | 14,884 | 41,472 |