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    Infinite Crisis builds for Mecha Superman

    Mecha Superman "Mountains cannot hinder me"

    A Mecha Superman guide by blackgepard
    Last updated: Apr 9th, 2015
    Link to guide: www.dawnbase.com/guides/1696-Mecha-Superman-Mecha-Superman-quot-Mountains-cannot-hin
    1,966 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive items
    Defensive items
    Situational items
    Augments
    Modifiers
    Stolen Powers
    Mecha Superman The Agent of Hope is big, awesome and will knock everyone up with his groundspliting abilities.

    About Mecha Superman

    The good:

    - Uses a massive drill to attack
    - Shares his buffs from passive with allies
    - Changes the environment for the better
    - Works well with his surroundings
    - Stun
    - Silence
    - Knock-up
    - A wall
    - All skills and their effects are AOE
    - Likes butterflies
    - Awesome dance
    The not-so-good:

    - Low attack speed
    - His wall can be used to help enemies instead



    STOLEN POWERS

    Krypto's Healing Wave - You'll want to support your allies as much as you can and this offers the best health restore out of all the Healing Waves. The other healing waves can be used too if you do not have this.

    Robin's Surveillance Camera - More vision, less chance of dying. Simple as that.

    Mecha Superman's Consume - This, or the other Consume stolen powers are also rather good on Mecha Superman. This is because if you consume an environmental object, it will trigger your passive. Also helps clear out any bleed portals on large environmental objects, because due to your special relationship with the small environmental objects, the enemies might try to bleed the cars.



    SKILLS

    Drill Attack (Q)
    A short range skill where Mecha Superman pokes someone with his massive drill. The damage is quite nice, however it also has a small stun and if you hit a sunstone/rock with it, it will also silence any enemy nearby.

    Best used as after knocking someone up. Wait until they fall on the ground then silence them to make them unable to use any skills to save themselves.

    The stun can also be used to stop any skills that channel, make champions drop what they're carrying or you can just poke people for fun.


    Leveling this up gives it more damage and a longer silence, which is nice, but because other skills are more needed at first, level this up 3rd.


    Sunstone Eruption (W)
    Your main way of generating sunstones, Mecha Superman slams his drill into the ground and after a short delay it emerges dealing damage and creating a sunstone. Any already existing small environmental objects are destroyed, knocking up every enemy near it.

    Use it to send everyone flying. While this will be your most often used skill to make sunstones, it should really be used after there are already small environmental objects beneath your enemies. Lead them to rock spawn points if you really need to, there are many around the map and they all serve you.

    You'll want to be able to use this skill as often as you can, and halving the cooldown of it is one way to do it, so level it up 1st and get some cooldown items.

    Fissure (E)
    The Wall. Use this skill to stop your enemies from getting away from or after you or your teammates. It also creates 2 sunstones, 1 at each side of the wall. So after dropping the wall watch which way the enemy tries to run around it, then just use your Sunstone Eruption (W) to knock them up and follow with Drill Attack (Q) to silence them so they can't use their escape skills. All this and allies attacking the enemy will mean death to your target, as very few actually survive this and get out alive after it (if your team actually attack them, that is).

    It's also possible to use this to block of enemies that are attacking your ally. You will need to drop the wall right behind your ally and right infront your enemies. If you aim it right, your ally will be pushed forward by the wall and the enemy pushed backward, drop a Sunstone Eruption (W) on the side that the enemy tries to go around the wall and your ally should be gone by now.

    The above tip is however a bit hard to pull off on yourself, since you will pause to drop it and the enemy might easily run closer to you ending up on the same side. If an enemy is sticking at your side or is even trying to get ahead of you, you could try suddenly turning around and droping a wall or even using drill attack to stun first.

    Same goes for enemies that are chasing your allies this way, use drill attack and hopefully your ally will get just enough ahead of the enemy to drop the wall.

    A few people overlook is the fact that you can dispel the wall early by activating this skill again. If an enemy jumps over a wall, or you accidently blocked an ally, use it again so your allies can proceed normally.

    Leveling this up lowers it's cooldown and increases how long the wall stays up, however since realistically no one is going to just run at the wall for the entire duration (it has happened, just don't expect it often) and compared to how often I needed this up again as soon as possible compared to other skills, I suggest you just level this last.

    Terraformer (R)
    Mecha Superman ultimate and of course it is his strongest attack. Not only does it do a nice amount of damage over time, it also has great scaling from Power Damage (120%) and even scales with his bonus health (18%)
    And you can move around with it, so you can keep dealing damage to enemies that are trying to get out of it.

    But wait, there's more. Besides the damage it also activates your passive for the entire duration, meaning you will also get it's bonuses too. And if that wasn't enough, the greatest thing about this ultimate is the fact that basic attacks will create sunstones while Terraformer is active. 1 basic attack is enough, then follow with Sunstone Eruption (W) and Drill Attack (Q) them after they come back down so they can't do anything anyway, then just pound away with basic attacks for extra sunstones.

    I would advise to save this for teamfights, because then all that AOE damage won't go to waste, but don't be afraid to use it against lone targets too, if you have to.

    Level this up any chance you get, both the damage and lower cooldown are useful to you.


    Agent of Hope (Passive)
    The passive is an aura that gives bonus armor and health regen. Health regen scales off of bonus health, which you'll have lots of, however the scaling is rather small so the health regen won't do too much. It does however double for you when allies are nearby, so while it's active, try and stay near an ally to get the most of it.

    The armor however is very useful, as extra 20 of both Power and Attack armor to every ally nearby can mean a lot. Get yourself the Olympus aura, and you're giving every ally extra 40 of both armors and that is not something to take lightly.

    It is also incredibly easy to get this passive to trigger, as you can both create and destroy environmental objects with your skills. Take a Stolen Power like Mecha Superman's Consume and you can even get this passive from cars or leftover sunstones/rocks even when you're out of will.

    If you're a support, you will want to get all that extra armor as soon as possible, so I advice to level this 2nd.



    ITEMS

    Starter
    Nil Cloak and Modular Health Vial (3) are enough to keep you alive at the start of the game.

    Get Olympus Gambit (2) for the Investment keyword to help you with your credits while your laning partner clears the waves.


    Attack Armor
    Suit Of Sorrows (4) is a great choice, even if it does offer less health than other Attack Armor items. Get the 25% reflect mod and it is still the best anti-AD armor you can get.

    Metallo's Heart (3) and Booster Gold's Power Suit (3) offer the same amount of Attack Armor and Cooldown, but Metallo's Heart (3) comes with an Attack speed debuff for your enemies, great against Marksmen. On the other hand Booster Gold's Power Suit (3) gives you more Health and makes you better at tanking turret shots, great against everything overall.
    If the enemy marksmen are giving you trouble, get Metallo's Heart (3), otherwise Booster Gold's Power Suit (3) seems like the better choice.

    Diana's Bracers (3) does not offer health at all and the armor isn't all that much either, but the Health Regen, Resilience and Damage Reduction can't be overlooked, because they can really help you stay in lane longer.


    Power Armor
    Entropy Aegis (3) and Kryptonian War Armor (3) are your choices here.

    Comparing the 2: Kryptonian War Armor (3) gives you health regen and movement speed, along with an increase in healing recieved. It's everything you need.

    Entropy Aegis (3) gives you more Health and a Shield to block the next skill that hits you, and since you will be taking a lot of attacks, it can really help you.


    Other Defensive Items
    Finish Olympus Gambit (4) when you get the chance, the extra armor it offers you and your allies and the extra armor from your passive makes your team a lot harder to kill.

    And what do you get after you already have a lot of armor? Amulet Of Isis (3) of course. Besides health and cooldown it offers you a bit of speed all the time and a lot of speed for you and those around you some of the time, thanks to it's activate effect. It even gives you will, which makes it that much nicer.


    Offensive Items
    Cosmic Staff (3) will be your main offensive items, due to the fact that it offers cooldown reduction, a nice boost in damage especially with it's modded effect.
    Cosmic Belt (3) and Atlantean Royal Seal (4) both offer health and damage, so get if you have the space, get one or the other.


    Situational Items
    You'll notice I put Attack Damage items here. Building these will make you more of a bruiser, however due to your slow attack speed, it is rare to see anyone using these. However, there might be a game where you will need another attack damage source (for example, your entire team is Power Damage).

    Lobo's Chain (4) offers lots of health and will add a slow to your basic attacks. This will help you not only deal damage but will also help your teammates as well, by slowing down the target.
    Huntress' Crossbow (3) this will give you more attack speed, which you will really need as well as the slayer effect, which will make you hit that much harder.
    Spear Of Destiny (2) and Mega Rod (3) are also usable on him, if you have the space for it.



    Mods & Augments

    Item Modifiers:
    Empowered Cosmic Staff for that extra damage

    Resonant Olympus Gambit so you can offer even more armor to those around you. Spread the love.

    Empowered Suit of Sorrows for all those who attack you, they shall be attacking themselves.


    Champion Augments:



    SAMURAI
    Holt Holdings
    +0.39 Power Armor/lvl (Max 7.41) (G)
    +2.52 Move Speed (S)
    SCORPION
    Holt Holdings
    +3.9 Attack Armor (G)
    +2.52 Move Speed (S)
    TERROR
    Holt Holdings
    +3.9 Power Armor (G)
    +2.52 Move Speed (S)
    TORNADO
    Holt Holdings
    +0.39 Attack Armor/lvl (Max 7.41) (G)
    +2.52 Move Speed (S)


    Armor and Move Speed. You can go with Armor and Health instead, but I personally like it this way more.



    Tips&Tricks

    Mecha Superman likes to work with his suroundings, rock spawn points are the best place for him to battle near, since he can use those to knock enemies up. That is why I advice to remember at least some of these spawn points to be able to lead the enemy to them, there are many on the map, so there usually one on every turn.

    In a teamfight, you will want to use your ultimate (Terraformer (R)), trap anyone who tries to escape with your wall (Fissure (E)), attack someone to get a sunstone and use Sunstone Eruption (W) to knock the enemies up, followed by Drill Attack (Q) to silence them, negating any escape skills they might have.

    A combination of your Drill Attack (Q) and Sunstone Erutpion (W) will deal a nice amount of damage, so use them to poke enemies if you have to.

    When chasing an enemy, do not attack him with your basic attacks, the time it takes you to hit them will be enough for them to escape, instead, run after or alongside them, use your Drill Attack (Q) to slow them down or a combination of it and Sunstone Eruption (W) to silence them as well. When you can, use a wall to stop them, then knock them up with Sunstone Eruption (W) when they try to run around it.

    Finally, stay with your teammates. You might survive on your own just fine, but while you function, no one should fight alone. The boosts you give them as well as your crowd control skills are all great ways to help your team, and because all your skills are AOE, you should do wonderful in teamfights.

    P.S. When fighting a Mecha Superman on the enemy team, do not use your skills first, because then he will be able to use your own sunstones against you. Also, try to destroy any sunstones as soon as you see them, so they wouldn't be used against you.
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