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) |
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[]
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:
- Cloak of Destiny: It increases his damage dealt to stunned opponents
- Fourth World Set: The helmet and chest plate complement his blocking play style, the mace amplifies his SP2, and the 3/3 effect means he can heal himself while stunning his opponent
- Ibistick, League of Assassins Adept Blade, and LexCorp Helmet V2 and their DOT's can be applied 4-5 times on his SP2.
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[]
- Batman/Insurgency, Hawkgirl/Earth 2, The Flash/Earth 2, and other characters who receive a bonus against stunned opponents, along with characters equipped with the Cloak of Destiny, or Nekron's Scythe: Static can set up opponents with his SP1 allowing his teammates to utilize their passives/gears against the stunned victims.
- Batman/Arkham Knight, Batman/Dawn of Justice, and Batman/Flashpoint: Static and these versions of Batman all have fast animation 7-hit SP1's that are all effective sources of stun.
- Lobo/Prime: The two can form a power drain immune duo meaning that the other team must weather their special attacks. Throw in another character with 2/3 effect of the LexCorp Set or Batman/Arkham Knight with his power drain immunity, and the entire team will have immunity to power drain.
- Raven/Rebirth: Static can set up a stun with his SP1 and then allow Raven to tag in and steal power, leaving the opponent both stunned and powerless. This is particularly effective against special-dependent characters such as Bane/Luchador, Ares/Prime, and Deathstroke/Arkham Origins.
- The Flash/Regime and Deathstroke/Red Son: Their speed boosts aid with Static's already fast basic attacks.
- Ares/Prime: Ares can disable blocking, allowing Static to perform a Stun with his SP1.
- Green Lantern/Regime: The power generation boost from Green Lantern can compensate with Static's blocking passive, resulting in Static gaining a large amount of power from blocking special attacks.
Good Against[]
- Black Adam/Prime and Black Adam/Regime: Since the first three hits from Static's SP1 are automatic, it's an effective tool to waste their passives and if timed right, after the shield dissipates, the final moves on the SP1 will result in a guaranteed stun if not blocked.
- Solomon Grundy, Killer Croc/Arkham, Darkseid, and other characters with slow attack speeds: Static's fast starting special attacks makes it easy to catch slower opponents off guard, dealing lots of damage or leaving them stunned.
- Killer Frost/Prime, Killer Frost/Regime, and Solomon Grundy/Earth 2: Reduced power generation doesn't affect Static as much as other cards, since he gains a significant amount of power by successfully blocking special attacks.
- Raven/Rebirth: Her power steal on tag-in has no effect on Static.
- Ra's Al Ghul's Scimitar, and Overpowered 5-U-93-R: Their power drain has no effect on Static.
- Sinestro/Antimatter: His SP1 still forces him to tag out, but drains no power from him.
- Nightwing/Batman Ninja: His power drain on tag-in has no effect on Static.
- Catwoman/Batman Ninja: Her Cat Rage cannot power drain him. Her basic attacks could still deal immense damage though.
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.