Regime Superman
Rarity Base Stats Price Unlock
Gold 900/1100 220,000 Available in Store, Most Wanted Pack, Gold Booster Pack
Passive Super Strength: Once per match, when Superman is at 40% HEALTH or less, he does 50% increased DAMAGE for 6 seconds.

Superman Regime used to be one of the deadliest characters to fight against, due to his passive and his unblockable second special, Heat Vision. However, after an update, Heat Vision's damage is halved, which makes it almost entirely pointless: while unblockable, it would only do the equivalent damage of a normal blocked special.


Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%
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Superman Regime's passive grants him 50% damage boost.

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Superman Regime's 2nd special is UNBLOCKABLE.

Regime Superman has two viable roles in a fight: tank and tag-in.

Let's start with the most obvious. Although it has since been overshadowed by greater cards, Superman's health stat is not to be coughed at. In addition, he packs a bit more of a punch than his goody-two-shoes counterpart. When choosing gear for Superman, remember that you want to capitalize on his high health and his useful Special 1. Some good choices are Darkseid's Omega Battleplate and Batman's Silicon Carbine Batsuit. While Supes' signature gear can be useful, it's best used on other incarnations.

A more surprising facet of Superman's gameplay is that he can actually be a decent tag-in character. This relies on his ability to chain his heavy combo to his Flying Punch, resulting in an unblockable special if performed correctly. Pair Superman with gear that gives his Special 1 utility. While there are many good gear choices for this play style, it's best to use character gear that corresponds to other s1-reliant cards, such as Joker and Harley Quinn. If geared up appropriately, Superman can stall quite effectively or make for some great setups.

Overall, Superman Regime might not make for a heavy hitter, but he's great for long fights. Make sure he's in the company of great cards, and be sure to use his Special 1 as often as you can. Don't rely on his percentage-based ability, just keep calm and remind your opponents exactly who's in charge.


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 WithEdit

  • Batman/Prime: He can boost Superman/Regime's damage stat making his unblockable Heat Vision deal even more damage especially when he's at low health.
  • Harley Quinn/Animated: She too can boost Superman/Regime's damage stat as well as power generation, allowing Superman to perform his unblockable Heat Vision more frequently.
  • Demon Blade: While insignificant compared to other gears, an unblocked Heat Vision now has a chance to Crit.

Countered ByEdit


Here are Superman's abilities.

Ability Classification Description Usage
Flying Punch First Special Superman throws out one of his most classic moves to utterly crush his opponent. Quick tap
Heat Vision Second Special Red hot lasers shoot from Superman's eyes, scorching his enemies. UNBLOCKABLE. Rapid tap
Kryptonian Smash Super Move Bang! Zoom! Superman's might is unrivaled as he devastates his opponent. UNBLOCKABLE. Tap

Support Cards and GearEdit

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)


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.

Tier Damage Health
Normal 5,742 13,068
Elite I 8,613 19,602
Elite II 11,484 26,850
Elite III 21,150 41,553
Elite IV 24,664 49,827
Elite V 28,188 64,152
Elite VI 31,716 70,032
Elite VII 35,325 80,190
Elite VIII 38,759 88,209
Elite IX 42,282 96,228
Elite X 49,754 123,552