Domtar's Gotham Divided Nightmare Superman GuideA Nightmare Superman guide by Domtar
Last updated: Oct 4th, 2014
Ability levelling order
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
Offensive item options
Defensive item options
Situational item options
Table of ContentsINTRODUCTION
First I'd like to thank the Dawnbase staff for helping make this site and this guide possible. THANKS! Now onto the guide. --UNDER CONSTRUCTION--
MODS & AUGMENTS
Due to the vastness of this catagory I'm going to go ahead and say that they should change depending on what items you like to build and how you play the game. I play Nightmare Superman as a poke heavy aggro support. Nightmare Superman is a very strong support that can excel in both extended trades and quick poke. Case is, find the right mods and augments that work for you.
There are multiple powers that are great when playing Nightmare Superman. I prefer to use [[Nightmare Superman's Teleport]] to gank lanes and save team mates in the late game. Thanks to Nightmare Superman's Vortex and Condemn, this becomes a very viable option. I also prefer to use [[Star Sapphire's Psychic Assault]] to slow down fleeing enemies and to peel for my carries.
OTHER VIABLE OPTIONS
[[Arcane Green Lantern's Healing Wave]]
[[Poison Ivy's Healing Wave]]
Both of these heals have its purpose, one is an offensive heal, the other is a defensive heal. Mouse over to see the difference.
Phantom Collector (Q) - Nightmare Superman summons a phantom at a target location that flies to him, dealing 60/100/140/180 (+40% power damage +5% bonus will) power damage and stealing 4/6/8/10 power armor (+1% per 333 bonus will) for 5 seconds from enemy Champions. Also, upon returning to Nightmare Superman, all nearby allies gain 2/3/4/5 power armor (+1% per 333 bonus will) for each enemy hit for 5 seconds.
Will Cost: 20/25/30/35
Cooldown: 5 seconds at all ranks
Author notes: This ability is the bread and butter of your poke. Low CD, Low Will Cost, but has moderate damage that can add up if you are skilled with landing this ability. Has a fairly large range as well. If you are being chased place the portal right in front of them and they will walk right into the damage as well as making you and your allies slightly more tanky. Be careful though, it will interrupt your walking movement for a split second. Another interesting thing to note is that if the portal is placed right on top of them, it will still do damage even if they walk away from the portal. Can't think of any implications of this, just something to add.
Vortex (W) - Nightmare Superman opens up a vortex. Enemies in the vortex lose 20% (+1% per 100 bonus will) Move Speed. It will close after 3 seconds or upon secondary activation. When it closes, it deals 30/50/70/90 (+25% power damage) - 60/100/140/180 (+50% power damage) power damage scaling on how long the portal has been open and drags all enemies still in the vortex to the center and stuns them for .25 seconds.
Will Cost: 55/65/75/85
Cooldown: 15/14/13/12 seconds
Author Notes: This ability really only has a few uses, not making it a high priority spell, but still very useful in Nightmare Superman's kit. This ability can be used offensively or defensively, for peeling or for catching someone. In order to peel, simply place the vortex in between your enemy and your carry, when they get too close active to pull them back (same technique can be used for escaping). When catching someone place the vortex where the enemy is running and right when hes about to step out of it, activite to pull him right back in (same technique can be used when enemies are taking turret damage to secure a kill).
Siphon-Infuse (E) - This ability has 2 effects, and changes depending on if you target an ally or an enemy.
Siphon (Enemy) - Deal 60/110/160/210 (+30% power damage) power damage to enemy target then grants a health shield blocking 35/60/85/110 (+19% bonus will) damage to 2 nearby allies for 3 seconds.
Infuse (Ally) - Grant a health shield blocking 70/120/170/220 (+15% bonus will) for 3 seconds to a nearby ally then deal 30/55/80/105 (+55% power damage) power damage to 2 nearby enemies.
Will Cost: 35/50/65/80
Cooldown: 10 seconds at all ranks
Author Notes: This ability is what allows you to trade well. It has a decent range on the damage and shielding effects making it easy to save allies and damage enemies. This ability can be cast on drones as well making it easier to harass with this ability or to secure last hits (the latter is not recommended as it will eat your will). Shield your drones to deny last hits and deal damage to enemies as well. One last reminder, this ability has the same range as your Auto Attacks, so after you cast this ability, make sure to land an auto or 2 so you can continue to stay ahead in lane.
Condemn (R) - Nightmare Superman suppresses an enemy champion for 1.5/1.75/2.0/2.25 seconds. Upon suppress expiration, the prison explodes, slowing all enemies by 50% (+1% per 100 will) for 2 seconds.
Will Cost: 80/90/100/110
Cooldown: 120/110/100/90 seconds
Author Notes: This ability can be really great or really bad. It depends on how your team reacts to the ult. Another great escape ability and catching ability. Make sure to only use this for peels or catches, nothing feels worse than wasting this ultimate since it does no damage.
Possesion (Passive) - Nightmare Superman gains 100/200/300/400 bonus will; and as a secondary effect, When Nightmare Superman dies, he attaches his soul to the body of the champion that killed him, granting true sight and rending 15/25/35/45 (+2% bonus will) attack and power armor for 6 seconds. If the target dies in those 6 seconds, Nightmare Superman is revived with health equivalant to 30/35/40/45% (+1% per 150 bonus will) of the enemy's max health at Nightmare Superman's original death location.
Cooldown: 180 seconds at all ranks
Author Notes: A wasted passive but can be good in fights. Of course you should try to not die as much as possible, but it you do hopefully someone will get the kill on the person that killed you so you can rez and deny enemy credits.
[[Abin Sur's Lantern (1)]] Makes an excellent starting item for Nightmare Superman. Gives 100 Will to spam abilities with along with some will regen for your lane partner. Win/Win. Get this item to [[Abin Sur's Lantern (2)]] as soon as possible so that you can start stacking on will.
Qward Gambit (1) Another great starting item that grants more will for more ability spam and more powerful abilities at that. After the lantern upgrade, get Qward Gambit (2) for the investment bonus.
Qward Gambit (2) The investment bonus on this item is really good during laning phase keep it as long as laning phase is still a thing.
[[Abin Sur's Lantern (2)]] This item is needed as early as possible to get the bonus will to make you stronger. Once you have maxed out the bonus will you get from this item, upgrade to [[Abin Sur's Lantern (4)]].
[[Mr. Terrific's T-Mask (3)]] Gives will which is great for Nightmare Superman. But the real reason you are getting this item is for the camera clearing. If you have vision control in your lane, the enemy will play alot more passively because they dont know what is coming. And it makes it easier for your jungler to gank.
NOTE: ITEMS WILL CHANGE ON WHAT YOUR TEAM NEEDS.
The Starheart (3) This item makes all of your abilities hit like a truck. Makes it easy to wave clear and poke people to oblivion. However, this item should really only be built if you are ahead in lane and need more power damage on your team.
Cosmic Staff (3) This item is great if the enemy team has really beefy tanks that no one can take down. This shreds their health by the second everytime you cast a spell on them. Make sure to build this item if your team is having a hard time with tanks.
Eye Of Ekron (4) I almost put this item into the core build just because of how well it goes with Nightmare Superman, however this item should really only be built if you are ahead in lane and need more power damage on you team.
[[Pandora's Box (4)]] Has a decent regen so you can spam your abilities, as well as decent power damage and CDR, however this item is good for catching out enemies, peeling for your carries, or chasing. Due to the multitude of uses on this item i would say get it if you are experienced with it.
Amulet Of Isis (3) Has some health will and movement speed on this item as well as CDR. But the real reason you would want this item is for its active effect. The effect can be used to engage or disengage in fights. However if you are going to use this item your team has to be coordinated or else it wont be used effectively.
[[Steel's Breastplate (3)]] This is a great item to get if you need to be tanky for your team. The will is great not to meantion the armor bonus it gives you to reduce Attack Damage. The active on this item is really good for when you are initiating in a team fight. Activate it in the beginning to absorb as much as possible.
Entropy Aegis (3) Another great Tank item you should get if your team needs you tanky. Gives a good chunk of health and Power armor. The passive Ability in this item is really great for combo champions like Green Lantern and Gaslight Catwoman. Be sure not to waste it on just poke.