Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,300/1,300 | 430,000 | Challenge Mode, Dawn of Justice Superman Pack, Dawn of Justice Premium Pack, The Dawn of Justice Triple Pack, Character Bundle Batman Vs Superman, Nth Metal Pack, Nth Metal Pro Pack, Shazam Celebration Pack |
Shattering Blow: Superman's SPECIAL ATTACKS have a chance to SHATTER equipment, temporarily disabling all gear on the opponent. |
Dawn of Justice Superman is a formidable bruiser and the first character in the game to have a passive that can disable gear.
Players who only completed his Challenge when it first aired during the 2.8 update could not directly promote him with Power Credits (but this has been fixed as of the 2.10 update). Spare copies are also a rare drops in the Dawn of Justice Packs (as mentioned above), but these will not unlock him for direct promotion.
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% |
His combo ender, when used by the AI, is glitched, where the pickup action on the knockdown blow appears to happen with no effect, and then half a second later the opponent is thrown backwards.
Passive
He has an approximated 40% chance to activate his passive upon landing the first unblocked hit of his special(s). This means if the first hit is not blocked and does not trigger his passive, the second or third hit can't; if the first hit is blocked, and the following hits are not, they can. It cannot trigger at all on a fully blocking opponent. If the first hit KO'es an opponent, the last hit can still apply Shattering Blow on the next opponent if not blocked.
The Master's Death Cart's tag in damage can apply Shattering Blow if a special is used immediately after tag in. However, since the chance to activate Shattering Blow is per special and not per hit, this does not directly increase the chance of activation, although it does make it harder to block (and if Death Cart already applied it, the whole special would benefit from the enemy not having gear, without excluding the first hit).
Shattering Blow lasts for 60 seconds, and even if his victim tags out, they will continue to be affected when they tag in again, although the tagged-out time will count. Shattering Blow can trigger on opponents whose gears are already disabled and the duration will not stack. Shattering Blow never triggers on opponents without gear, but by definition, it would have no effect in the first place.
Shattering Blow can trigger on Aquaman/Prime's Atlantean soldier, but this has no practical effect as he does not benefit from gear, and disabling him does not affect Aquaman himself.
Gear interactions
- Invulnerability will negate Shattering Blow. However, if the first hit of his special attack triggers Shattering Blow, and the damage would have triggered the Astro-Harness' invulnerability (at 50% or 10% health), Shattering Blow will take priority and would prevent the Astro-Harness' invulnerability from activating. On the other hand, the Astro-Harness' Power Shield will have priority over Shattering Blow in a similar scenario, activating before the gear can be disabled; an already active Power Shield is also unaffected by Shattering Blow. Green Lantern/John Stewart's invulnerability can also counteract Shattering Blow as the invulnerability he offers to himself and his teammates is from his passive instead of gear.
- It will also disable gear set effects.
- Additionally, it will stop BOTH the regeneration and also the resurrection effects of the Fourth World Set's full set effect that were started prior to Shattering Blow being applied, despite that the healing animation is still being played.
- If Nekron's Scythe is disabled, not only is its Resurrect disabled, the Nekron's Scythe user is unable to gain the Resurrect by performing a KO blow while it is disabled.
- Gear effects that have already been applied (e.g. The Ibistick's burn) will continue to run even if the gear is disabled.
Gear
Since both of his special attacks have the same chance to shatter gear, power generation gears can help him reach his special attacks quicker. His signature gear, Clark Kent's Glasses is an excellent choice; however, its rarity may prevent player's access to it without spending real money. League of Assassins Adept Knives is another good option for his SP1, but again, its rarity can be an issue because it is one of the rarest gear set pieces from Survivor Mode. Tantu Totem can be used if player wants him to be the main damage dealer of the team, allowing him to gain consistent amount of power from tag-in or delivering KO blow with specials.
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 Superman. Having a card that "counters" Superman does not mean it is always a good choice.
Good With
- Characters or gears that help with power generation.
- Ares/Prime: Ares' God Smack can disable blocking, making it easier for Superman to shatter gears.
- Shazam/New 52, Superman/New 52, Wonder Woman/New 52: He counts as Justice League character for their passives. Wonder Woman has especially strong synergy with him, being able to provide a lot of power to Superman to trigger his passive.
Good Against
- Opponents who are typically geared more heavily than others and become more effective with gear, such as (though obviously not limited to) Killer Frost (both versions), Batgirl, Bane/Luchador, Deathstroke/Arkham Origins, and The Flash/Metahuman.
- Batman/Batman Ninja: Despite being the most notorious of the few characters who can stack 100% special attack defense reduction to be immune to all special attack damage, Shattering Blow can activate even when the hit does no damage, disabling gear and allowing the following hits to deal damage, reducing Batman's threat level.
- Reverse Flash: Cellular Regeneration cannot cleanse Shattering Blow.
- Catwoman/Batman Ninja: He can disable her stolen gears.
Countered By
- Superman/Injustice 2, Batman/Dawn of Justice, The Flash/Wally West Rebirth, Riddler's Staff, and Mother Box: These characters and gears can evade special attacks, avoiding the “Shattering Blow” effect caused by Superman's passive.
- Solomon Grundy/Earth 2, and Killer Frost/Prime: They decrease power generation, thus making it harder for Superman to reach his special attacks.
- Aquaman/Prime: Shattering Blow can trigger on the Atlantean Hero, but this has no practical effect as he does not benefit from gear, and disabling him does not affect Aquaman himself.
- Characters or gears that can disable Special Attacks or apply Power Drain, such as Hawkgirl/Regime and Lex Luthor.
- Green Lantern/John Stewart: The invulnerability he offers to himself and his teammates can counter Shattering Blow as it is from his passive instead of gear.
Abilities
Here are Superman's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Flying Punch | First Special | Superman throws out multiple blows in one of his most classic moves to utterly crush his opponent. | Quick Tap |
Hero of Metropolis | Second Special | Justice is delivered by Superman through his superhuman strength and Kryptonian abilities. | Rapid Swipe |
Kryptonian Smash | Super Move | Bang! Zoom! Superman's unrivaled might is revealed as he devastates his opponent. UNBLOCKABLE. | Tap |
As the 3-hit version of Flying Punch, it cannot KO on its second hit.
Hero of Metropolis consists of 4 hits; individually, they can all KO an opponent. If the 1st or the 3nd hits deals a KO blow, the 2nd and 4th hits can still hit the next opponent. The 2nd hit, if it KO'es, does not let the 3rd hit land, however. Hero of Metropolis can still land 3 KO blows total (1st, 2nd, 4th), allowing him to quickly finish low-level challenge battles with 2 bars of starting power (e.g. Batgirl/Prime and Ra's al Ghul's Scimitar).
Support Cards and Gear
Here are Superman's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Lois Lane | Health | 10% HEALTH BOOST. | 9,000 |
Son of Krypton | Damage | 10% DAMAGE BOOST. | 12,000 |
Fortress of Solitude | Energy | 10% ENERGY REGENERATION. | 15,000 |
Kryptonian Suit (Kryptonian Battle Suit) | Gear |
12% - 22% MAX HEALTH increase [Superman]: 15% - 25% chance to REFLECT SPECIAL 2 while blocking [EVOLVED] HEAL SELF 15% - 25% on Special 2 |
25,000 - 1,000,000 (upgrading) |
Glasses (Clark Kent's Glasses) | Gear |
5% - 18% Power Generation increase [Superman] DISABLE enemy's specials: 80% - 100% chance on Special 1 [EVOLVED] 20% - 30% CRIT 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 | 10,179 | 18,954 |
Elite I | 15,269 | 28,431 |
Elite II | 20,358 | 37,908 |
Elite III | 30,537 | 56,862 |
Elite IV | 35,627 | 68,234 |
Elite V | 40,716 | 75,816 |
Elite VI | 45,806 | 85,293 |
Elite VII | 50,895 | 94,770 |
Elite VIII | 55,985 | 104,247 |
Elite IX | 61,074 | 113,724 |
Elite X | 71,867 | 146,016 |
Trivia
- His artifacts are: Chest Piece, Kryptonian Key, Boots, Newspaper, and Cape.
- Dawn of Justice Superman was first officially revealed in a preview on the WB Games forums, although he could be seen in the previous preview for Batman/Dawn of Justice.
- His Flying Punch hits 3 times instead of 1 as is the norm for all prior Superman characters. It resembles the meter burn version of Flying Punch from the console rather than the normal version.
- He is followed by Superman/Injustice 2, Superman/Blackest Night, and Superman/New 52.
- His SP2 is a combination of Charge Punch, Unstoppable (Superman/Prison's SP2), Heat Zap (Superman/Godfall's Combo ender) and Heat Vision (Superman/Regime's SP2) from the console.
- There is a minor graphical error on the last part as the scorch path of the heat vision appears ahead of the actual beams.
- When his passive, Shattering Blow, is activated, he punches his opponent and a "breaking" glass sounds comes on, displaying the blow that shatters the opponent's gear(s).
- He has a very similar passive to Treacherous Tanya from Mortal Kombat Mobile, but worse: While Superman's passive only has a 40% to activate and can be nullified by blocking, Tanya always disables her opponent's equipment, regardless if her enemy is blocking or not. In addition, she provides resistance to power drain, which Superman lacks. As such, her passive can be considered an upgrade to his passive.
- He is the only Superman character who doesn't have higher health than damage.
- The Chinese version of Injustice mobile incorrectly refers to him as "Batman" in the passive description.
- On release, Shattering Blow ignored Invulnerability. This was later changed.
- As he represents the same character played by the same actor as Superman/Man of Steel, the two cards probably most strongly resemble each other than any other two cards and can be easily mistaken for each other visually. Dawn of Justice Superman, compared to his predecessor, has a more pinkish skin tone and more vibrant colors on his suit.
- His passive is totally useless for players in any game mode other than Online Battle and Survivor Mode because enemies don't equip gears in those modes.