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Static Prime
Rarity Base Stats Price Unlock
Gold 1,050/1,050 241,000 Challenge Mode, Challenge Booster Pack, Special Challenge Booster Packs, Black Friday Pack 3, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Phantom Zone reward (Elite)
Passive Aftershock: Immune to POWER DRAIN. Successfully BLOCKING Special Attacks generates POWER for Static.

Static is a powerhouse with his status of being immune to power drain, has a Blocking passive that can grant him power easily, and a fast, efficient SP1 that has a 100% chance to stun, making him quite popular for multiplayer.

He can be unlocked through Challenge Mode. Otherwise, he can be randomly obtained in the Challenge Booster Pack, but it 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% - (3%) 9%
Heavy 4% - 4% - 4% 12%

Static's basic attacks are very fast and has a very quick recovery speed. If timed correctly, it can allow for a possible infinite chain of light and heavy attacks, giving his opponent no chance to retaliate. It is possible to quickly use his light combo again after his opponent is knocked down by his combo ender, which would cause the last hit of his light combo to hit his opponent while they are moving up to him. However, this only staggers them without knocking them down (unlike Cyborg's infinite heavy combo) and will not offer the combo ender so it can only be used once. Unusually, Static can use Combo Enders on stunned opponents. The first hit of his light basic combo is ranged and has a long delay; it can sometimes be launched first, and when Static gets hit by an enemy basic attack, hits his opponent and staggers them, interrupting their basic combo.

Passive[]

IMG 1565-1-

Static's passive lets him generate power upon blocking a special.

He gains power when he blocks a special attack. Blocking a SP1 grants half a bar of power, while blocking a SP2 grants one whole bar, regardless of power regeneration rate (from Killer Frost/Prime's passive for example). The animation plays for blocking any hits, including basic attacks, but will not grant power otherwise.

This occurs on the first landed hit of the enemy special attack. If the beginning of the enemy special attack misses, Aftershock activates so long as Static blocks the first hit that actually connects. If an enemy special attack KO'es Static's teammate and he tags in, or Static is already protected by Invulnerability, or the first hit is a block breaker, Aftershock will not activate.

Damage-Over-Time hits can be "blocked" during Harley Quinn's SP2 and grant power as though he blocked an actual SP2 even if she chooses an option that deals no damage (this only works if the DOT was applied by Harley Quinn herself). However, this does not work with Aquaman/Prime's SP2 and Aftershock will not be triggered.

The second part of his passive lets him be immune to Power Drain. He's especially effective against characters with Power drain attacks (Lex Luthor, Nightwing, Martian Manhunter/Prime, Black Adam/Kahndaq, Aquaman/Regime) and Gear including Ra's Al Ghul's Scimitar or Wonder Woman's Lasso of Truth, and even the Mother Box.

Gear[]

Since blocking is a major part of Static's play style, block gear is essential. He's got great synergy with his signature Charged Disc since it complements his block-heavy play style (blocking stops X% more damage and X% chance to reflect all specials while blocking) and his powerful SP2 (100% Area Effect). Other good blocking gear include the Scarecrow's Ventilator Mask and the Amazonian Sword & Shield. Since both his specials deal multiple hits, it could be a good idea to give him gear that grants lifedrain or critical chance on specials. Other potentially good gear loadouts include:

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 Static. Having a card that "counters" Static does not mean it is always a good choice.

Good With[]

Good Against[]

Countered By[]

  • Green Lantern/Red Son, and Batman/Beyond: Static's 100% stun on SP1 mean nothing to Batman and Green Lantern's stun immunity. Plus, Green Lantern shares his immunity with Red Son teammates.
  • Characters with unblockable special attacks
    • Deathstroke/Arkham Origins: If Deathstroke achieves 200% on his SP1, Static will take critical damage and gain no power.
    • Ares/Prime, and Superman/Regime: Both have one-hit, unblockable SP2s. Ares can also disable block after using his SP2, preventing Static from gaining power from blocked special attacks.
    • Harley Quinn: All Harley Quinn cards have an unblockable bomb as part of their SP2.
      • Harley Quinn/Arkham: She grants all Arkham teammates unblockable chance on SP2. This is especially dangerous as many Arkham cards have notoriously powerful SP2's, which are multi-hit.
    • Batman/Red Son: He grants all Red Son teammates unblockable chance on SP1.
    • Batgirl/Arkham Knight: Both of Batgirl's special attacks have unblockable chance.
    • Batman/Blackest Night: If Batman is teamed with two other Blackest Night teammates, his whole team has 30% unblockable chance on both basic and special attacks.
    • Deadshot/Suicide Squad: Deadshot gives his Suicide Squad teammates a chance to land an unblocked special attack due to his off-screen assist, negating the second part of Static's passive.
  • Bane/Luchador, and The Flash/Earth 2: Both characters (including other Earth 2 teammates teamed with The Flash) have a chance to stun on tag-in. Static cannot block while stunned, leaving him especially vulnerable.
  • Hawkgirl/Regime: Although Static is immune to Power Drain, he will be temporarily helpless to Hawkgirl's Special attack disabling entrance.
  • Raven/Prime: Static's multi-hit special attacks can trigger Raven's dangerous health swap.
  • Shazam/New 52: New 52 Shazam is immune to stun when his passive triggers.
  • Reverse Flash: He can literally shrug off the guaranteed stun from Static's SP1 should it hit him unblocked.
  • Green Arrow/Rebirth: His blue trap arrow can still drain Static's power on tag out. This does not work if he uses it on tag in.

Abilities[]

Here are Static's abilities.

Ability Classification Description Usage
Taser Trap First Special Static generates numerous electromagnetic beams to lock down his opponent. Rapid Tap
High Gear Second Special Static demonstrates the versatility of his saucer hardware. Rapid Swipe
Shock to the System Super Move Static sets up his opponent for a big bang. UNBLOCKABLE. Tap

Both his special 1 and 2 has their first part automatically performed without requiring tapping/swiping; they will always do a fixed amount of damage based on the special's total damage. Therefore it is easier to hit near the maximum damage on his specials than any other equivalent special, although the actual maximum is still regular.

Static has excellent Basic-Special combos and can chain either one of his specials from his heavy combo or his light combo without the combo ender. The timing of heavy combo to s1 must be very precise, as delaying for even a split second will allow the opponent gain their "wakeup invincibility". The AI can occasionally guard this combo due to inconsistencies with its blocking mechanics (This can also be seen when a Deathstroke character attempts to chain Point Blank to his heavy string, with the exception of Deathstroke/Flashpoint). However, all other basic-special combos perform well frequently, making Static a "combo god" in the game. He remains the only character in the game with this level of dexterity.

His special 1 has 7 hits, the highest in the game for a s1 attack (tied with newer Batman characters) and each one of those hits is capable of knocking out an opponent, making it one of the only s1 attacks capable of knocking out the entire opposing team. It is also fully ranged making it possible to "snipe" the opponent even from opposite ends of the map. His special 2 is partly long-ranged; the first part in which he slams his saucer against his opponent is melee, but the AI will attempt to use it at range anyway. This means you can avoid part of his s2's damage by keeping at him at a distance before he can use it.

Support Cards and Gear[]

Here are Static's support cards and gear.

Card Classification Description Cost
Frieda Goren Health 10% HEALTH BOOST. 3,000
Hardware Damage 10% DAMAGE BOOST. 4,000
Rick Stone Energy 10% ENERGY REGENERATION. 5,000
Disc (Charged Disc) Gear

BLOCKING stops 12% - 22% more damage

[Static] 100% AREA EFFECT: opponent's team takes 5% - 15% damage from Special 2

[EVOLVED] 10% - 20% chance to REFLECT ALL SPECIALS while blocking

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 8,221 15,309
Elite I 12,332 22,963
Elite II 16,443 30,618
Elite III 24,664 45,927
Elite IV 28,775 49,397
Elite V 32,886 55,112
Elite VI 36,997 61,236
Elite VII 41,107 76,545
Elite VIII 45,218 84,200
Elite IX 49,329 91,854
Elite X 58,047 117,936

Trivia[]

  • Static is the second mobile-exclusive character chronologically, after Darkseid and preceding The Arkham Knight as well as Deadshot.
  • He is one of only 2 characters with a special that has a 100% chance to Stun when not blocked, disregarding the special 1's of the Batgirl characters as all 3 versions can only stun mid-special. However Batgirl/Arkham Knight's Special 2 is a 100% chance to Stun if it lands unblocked.
  • His SP1 is tied for the most amount of hits of any SP1, along with Batman/Arkham Knight, Batman/Dawn of Justice, Batman/Flashpoint, Batman/Gaslight, and Batman/Batman Ninja.
  • The electricity-patterned patches on his hands and legs, along with his s1, are among the very few things in the game that continues being animated even when the game is paused.
  • It used to be possible to use his s1 right after throwing his opponent back with his combo ender, resulting in an infinite stun-lock combo with sufficient power generation. This was later removed, along with other Basic-Special combos that used light combos, as specials can no longer be used immediately after a light combo.
  • Previously, Aquaman/Regime's super move ignored his passive and drained his power.
Characters
Aquaman
Aquaman/Prime, Aquaman/Flashpoint, Aquaman/Injustice 2, and Aquaman/Regime
Ares
Ares/Prime, Ares/Regime, and The Merciless/Metal
Bane
Bane/Prime, Bane/Arkham Origins, Bane/Knightfall, Bane/Luchador, and Bane/Regime
Batgirl
Batgirl/Prime, Batgirl/Arkham Knight, and Batgirl/Cassandra Cain
Batman
Batman/Prime, Batman/Arkham Knight, Batman/Arkham Origins, Batman/Batman Ninja, Batman/Beyond, Batman/Blackest Night, Batman/Dawn of Justice, Batman/Flashpoint, Batman/Gaslight, Batman/Insurgency, Batman/Red Son, and Batman/Beyond Animated
Black Adam
Black Adam/Prime, Black Adam/Kahndaq, Black Adam/New 52, and Black Adam/Regime
Catwoman
Catwoman/Prime, Catwoman/Ame-Comi, Catwoman/Arkham Knight, Catwoman/Batman Ninja, Catwoman/Batman Returns, and Catwoman/Regime
Cyborg
Cyborg/Prime, Cyborg/Regime, and Cyborg/Teen Titans
Darkseid
Darkseid/Prime, and Darkseid/Apokolips
Deadshot
Deadshot/Arkham Origins, and Deadshot/Suicide Squad
Deathstroke
Deathstroke/Prime, Deathstroke/Arkham Origins, Deathstroke/Flashpoint, Deathstroke/Insurgency, and Deathstroke/Red Son
Doomsday
Doomsday/Prime, Doomsday/Blackest Night, Doomsday/Containment, and Doomsday/Regime
Green Arrow
Green Arrow/Prime, Green Arrow/Arrow, Green Arrow/Insurgency, and Green Arrow/Rebirth
Green Lantern
Green Lantern/Prime, Green Lantern/John Stewart, Green Lantern/New 52, Green Lantern/Red Son, Green Lantern/Regime, Green Lantern/Red Lantern Hal Jordan, Green Lantern/Yellow Lantern Hal Jordan, and Green Lantern/Jessica Cruz Rebirth
Harley Quinn
Harley Quinn/Prime, Harley Quinn/Animated, Harley Quinn/Arkham, Harley Quinn/Arkham Knight, Harley Quinn/Insurgency, and Harley Quinn/Suicide Squad
Hawkgirl
Hawkgirl/Prime, Hawkgirl/Blackest Night, Hawkgirl/Earth 2, and Hawkgirl/Regime
Killer Croc
Killer Croc/Arkham
Killer Frost
Killer Frost/Prime, and Killer Frost/Regime
Lex Luthor
Lex Luthor/Prime, Lex Luthor/Insurgency, and Lex Luthor/Krypto
Lobo
Lobo/Prime, and Lobo/Bounty Hunter
Martian Manhunter
Martian Manhunter/Prime, and Martian Manhunter/Blackest Night
Nightwing
Nightwing/Prime, Nightwing/Batman Ninja, Nightwing/New 52, and Nightwing/Regime
Raven
Raven/Prime, Raven/Rebirth, Raven/Regime, and Raven/Teen Titans
Scorpion
Scorpion/Klassic, Scorpion/Mortal Kombat, and Scorpion/Mortal Kombat X
Shazam
Shazam/Prime, Shazam/New 52, and Shazam/Regime
Sinestro
Sinestro/Prime, Sinestro/Antimatter, Sinestro/Green Lantern, and Sinestro/Regime
Solomon Grundy
Solomon Grundy/Prime, Solomon Grundy/Boss, Solomon Grundy/Earth 2, Solomon Grundy/Red Son, and Solomon Grundy/Regime
Static
Static/Prime
Superman
Superman/Prime, Superman/Blackest Night, Superman/Dawn of Justice, Superman/Godfall, Superman/Injustice 2, Superman/Man of Steel, Superman/New 52, Superman/Prison, Superman/Red Son, and Superman/Regime
The Arkham Knight
The Arkham Knight/Arkham Knight
The Flash
The Flash/Prime, The Flash/Blackest Night, The Flash/Earth 2, The Flash/Elseworld, The Flash/Metahuman, The Flash/New 52, The Flash/Regime, Reverse Flash, and Wally West/Rebirth
The Joker
The Joker/Prime, The Joker/Arkham Origins, The Joker/Insurgency, The Joker/Suicide Squad, The Joker/The Killing Joke, The Joker Unhinged/Suicide Squad, Lord Joker/Batman Ninja, and The Batman Who Laughs/Metal
Wonder Woman
Wonder Woman/Prime, Wonder Woman/600, Wonder Woman/Dawn of Justice, Wonder Woman/New 52, Wonder Woman/Red Son, and Wonder Woman/Regime
Zatanna
Zatanna/Prime
Zod
Zod/Prime, and Zod/Man of Steel
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