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    Infinite Crisis builds for Nightmare Superman

    Defensive Guide to Nightmare Superman

    A Nightmare Superman guide by DocteurV
    Last updated: May 10th, 2014
    Link to guide: www.dawnbase.com/guides/FqyM41wE
    3,659 3
    Score:

    9

    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 item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    Greetings fellow Protectors!
    I wanna make a little guide to help your first few plays from which you can build a strategy and a playstyle. Feel free to comment and give your personal tips :o)



    Intro
    1st, I suggest that you watch the Champion Spotlight and read the abilities before this guide, as I won't necessarily repeat what's said/written there.


    2nd, Nightmare Superman is really squishy, so stay with teammates and keep your distances from enemies (as you would play most Controllers anyway).
    3rd, I prefer playing him as a support rather than offensively, so the guide is more defence-based.



    Skills
    I want this to be the core part of guide, so it'll be a bit longer than the rest. I think that skills mastery is essential to be a good player in Infinite Crisis, so that's why I'll be more thorough in this section.

    I use Phantom Collector (Q) mostly to take advantage of the Power Armor buff/debuff, and sometimes to poke a little in close teamfights. It is kind of a "skill shot" because it takes a little time to activate, so you have to target a bit behind your opponent to work effectively.

    I prefer Siphon/Infuse (E) as my bread and butter. A bit easier to use than (Q) because you can select your target directly. Also, E does the same damage as Q when use on a target enemy and as an added bonus, you get to shield your precious teammates to help them stay alive and protect your squishy butt ;o)
    The alternate effect (target a teammate and damage 2 enemies) is not bad on a 2v2 fight and the bigger shield on your mate gives a little edge.
    A little tip : you can use it on yourself too!

    I use Vortex (W) in the thick of fights because the damage is great when it reaches its threshold. Its targeting is much like the Meteor stolen power in a sense, plus the slowing effect helps to keep the enemies from escaping the fight, or to protect you while retreating. Another really good use, as said in the video, is to toggle it to keep enemies under your friendly turret so that they keep taking damage. Combine this strategy with Condemn (R) and the damage they take from the turret is really big!

    The ultimate, Condemn (R), while receiving bad comments, is great depending on how you use it. In teamfights, try to spot an enemy who's about to be defeated and hit it so the bonus slowing effect from the skill will toggle, preventing the other enemy champions to flee from the melee and giving your teammates a 1.5 second break from damage and skills of the target.

    The passive, Possesion, can really be the doom of your enemies : first, starting at its level 2, it gives bonus Will that helps fuel your E, Q and the health you gain if revived; second, it reduces both Attack and Power Armor for a huge 6 seconds, giving your teammates a good chance to defeat your aggressor. It makes me wonder if it would discourage your enemies in defeating you first in teamfights... we'll see!



    Stolen Powers
    Healing Wave is great to help your teammates stay alive longer in teamfights. I prefer [[Arcane Green Lantern's Healing Wave]] because of the Attack and Power Armor bonus.

    Psychic Assault can help you slow down a chasing enemy, leaving you time to escape. [[Zatanna's Psychic Assault]] is the best option because the slow is bigger and lasts longer.

    Super Speed is another awesome tool to help you escape fights that've gone awry, or to go aid a teammate. [[Flash's Super Speed]] one gives more speed, so it's a must.



    Items
    [[Abin Sur's Lantern (2)]] first to start collecting bonus Will sooner, then Olympus Gambit (2) for the bonus credits for as long as needed.
    [[Abin Sur's Lantern (4)]] later when needed, gives a nice boost to Power Damage when max Will is high.
    [[Steel's Breastplate (3)]] and [[Doctor Destiny's Dreamstone (3)]] next. Good little combo with the Breastplate's active Will redirect and the Dreamstone's passive Will regen per Will missing. You can buy the [[Doctor Destiny's Dreamstone (4)]] later when needed/desired.
    [[Metallo's Heart (3)]] all the way for its pure awesomeness : bonus Will is the core of this build, cooldown reduction to help use skills more often, and the aura to reduce incoming damage for you and your teammates.
    [[Gorilla Grodd's Helmet (4)]] is another great item again for all its bonuses. I'm considering moving it before Steel's Breastplate... Will see with more plays.
    Olympus Gambit (4) for the aura and the active shield.

    Optional items depends on what you like or need.



    Amplifiers
    Coming soon!


    Thanks a lot for reading, I hope it helped you understand and appreciate this fine Champion!
     
    Latest comments
    Big changes coming in tomorrow's patch. Can't wait to try them! I'll update this guide as soon as I can.
    1:12 pm, May 13th, 2014
    And just so you know, NMS e is really bad when it comes to harassing due to the really long cooldown and relatively short range
    6:17 am, Apr 20th, 2014
    I agree... he ain't Zatanna! hehe What a range!!
    11:55 am, May 10th, 2014
    the thing that i don't understand is, you said you wanna play him as support, but how does that have to do with playing passive?
    6:15 am, Apr 20th, 2014
    It means I tend to focus on shielding my teammates with Siphon/Infuse (E) and crowd control with Vortex (W) and Condemn (R). I poke very little with Phantom Collector (Q), mostly to take advantage of the Power Armor buff/debuff. The stolen powers are chosen with the same thing in mind : aiding my teammates rather than trying to be a Blaster.
    11:55 am, May 10th, 2014