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Infinite Crisis has shut down.
With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.
Hats off to you all. It was a pleasure, ladies and gentlemen.
Sacrilege
@SacrilegeGG
MechaSuperman from a decent Support's perspective :D
A Mecha Superman guide by BlasphemyHDLast updated: Jun 17th, 2014
Link to guide: www.dawnbase.com/guides/blasphemyhds-general-mecha-superman-guide
4,409 2
1
Ability levelling order
Starter items
Core items
Offensive item options
Defensive item options
Situational item options
Augments
Modifiers
Stolen Powers
Building Mecha Superman:
The way I enjoy to build Mecha superman is running Gorilla Grodd's Tier 2 and then before minions spawn going back to buy 2 health pots after warding my lane. Max out Gorilla Grodd's or Amulet of Isis depending on the enemy team. CC Heavy teams you need to build Gorilla Grodd's first and then amulet of Isis. If they aren't so cc heavy and more assassin types looking for picks you are safe to run Amulet of Isis before Gorilla Grodd's. After that continue to build tanky items such as Suit of Sorrows, Entropy Ageis, Ra's al Ghuls Robe and more. Building tanky allows you to stay in the fights for a further amount of time as well as peeling for your attack damage or power damage carry.
Skills:
Agent of HopeWhenever Mecha Superman destroys an Environmental Object, both those on the map and those he creates with his skills, he emanates an aura for 5s. The aura grants 5 Attack Armor, Power Armor and 2 health per second.
If at least one allied Champion is inside this aura, Mecha Superman will gain twice this healing amount for himself.Armor: 5 / 10 / 15 / 20
Heal: 2 / 4 / 6 / 8 + 1% Bonus HealthDrill AttackMecha Superman extends his Drill Lance, dealing 50 Power Damage to all enemies in an area and Stunning them for 0.2s. All small Environmental Objects in the area are destroyed, applying Silence for 1s to nearby Champions.Damage: 50 / 100 / 150 / 200 + 55% Power Damage
Silence: 1 / 1.2 / 1.4 / 1.6
Cooldown: 8
Cost: 20 / 25 / 30 / 35Sunstone EruptionMecha Superman stabs his drill into the ground. After a short delay it deals 70 Power Damage in an area, and creates a Small Environmental Object that lasts for 10s. Any other Small Environmental Objects in this area are destroyed, Knocking up enemies near them for 1s.Damage: 70 / 105 / 140 / 175 + 45% Power Damage
Cooldown: 12 / 10 / 8 / 6
Cost: 35 / 40 / 45 / 50FissureMecha Superman creates an impassible wall of rocks for 2s, as well as 2 small Environmental Objects that last for 10s. Activating the skill a second time will dispel the wall early.Duration: 2 / 2.3 / 2.7 / 3
Cooldown: 22 / 20 / 18 / 16
Cost: 55 / 65 / 75 / 85TerraformerMecha Superman shakes the earth around him dealing 180 Power Damage over 6s.
During this time, Agent of Hope activates and Mecha Superman's Basic Attacks create small Environmental Objects.Damage/Time: 180 / 300 / 420 / 540 + 120% Power Damage + 18% Bonus Health
Cooldown: 120 / 110 / 100 / 90
Cost: 80 / 100 / 120 / 140
Stolen Powers:
These stolen power's are great for any support. Zatanna's Psychic Assault is a must use power currently in the meta game for supports. The item confirms a lot of kill's you think you won't get. Green Arrow's Cam's are also a must use power in the meta for supports currently. Not only does it allow you to ward WHICH YOU SHOULD ALWAYS BE DOING but the ability to clear enemy wards is a huge part of why this stolen power is used so often.
MOD/Aug's
Empowered Amulet of Isis: ( Mercury's Gift 2 Activate to give nearby allies 30% increased move speed for 8 seconds (Tier 3) )
Altered Gorilla Grodd's Helmet ( Artifact gains Investment 1 3 credits per 10s at tier 1 and Investment 2 5 credits per 10s at Tier 2. (Tier 1) )
Empowered Ra's al Ghuls Robe ( Lazarus Effect 2 When you fall to 0 health, you gain a shield for 100% of your maximun health and a 25% bonus to attack and power armor for 5s (Tier 2) )
The explanation to these mods: So simply it should be quite noticeable but for those of you who are here reading this because you are new the first mod Empowered Amulet of Isis is a MUST BUY ITEM to get your team into fights and out of fights. Mod number 2 Altered Gorilla Grodd's Helmet is also another MUST BUY ITEM not only because of the investment it offers to you during the laning phase but as well at tier 4 it gives a chosen player (your choice) a shield to stop all forms of CC. Mod number 3 is not as much an early buy item but again is a MUST BUY ITEM. Empowered Ra's al Ghuls Robe is simply over powered currently in Infinite Crisis. Not only are the stats of the item huge but being able to live a whole new life is devastating mid-late game.
Augments:
Codename Terror
+ 3.9 Power Armor (G)
+ 2.52 Move Speed (S)
Codename Samurai
+0.39 Power Armor per level (max 7.41) (G)
+ 2.52 Move Speed (S)
Codename Scorpion
+ 3.9 Attack Armor (G)
+ 2.52 Move Speed (S)
Codename Tornado
+ 0.39 Attack Armor per level (max 7.41) (G)
+ 2.52 Move Speed (S)
Explanation: These mods are quite simple to explain the power armor and attack armor are for the laning phase early and then scaling to scale better throughout the game. Move speed is a huge factor in this case as a lot of support's have a low base move speed this allows you to land key abilities like a Mecha Superman's Wall, Atomic Poison Ivy Wall/Root, etc.
How to play during the laning phase: During the laning phase you have to allow yourself to be the dominate support. Landing walls and using your Sunstone Eruption to land some large form of cc and then your carry putting some auto's into the mix can surely guarentee a good way of harassing during the laning phase. When you put your q ( Drill Attack ) into the mix you apply the same combo with a Drill Attack at the end of the knock up for a short stun keeps your opponent around for just that next auto to land from your carry. Adding as well your passive into play here when you land a good wall and knockup using your Sunstone Eruption you also proc what is your passive giving you and your laning partner a small but helpful percentage of your health during it's time. This again allows for a good way of getting good trades in. Make sure you are always warding your bot lane during the laning phase as you will be ganked not warding is a horrible excuse to blame not called MIA'S, etc. DO NOT LAST HIT! Last hitting is not a priority in the support role. If you must last hit do it accasionally to get the last hit your carry might miss other wise DON'T DO IT AT ALL!
Mid Game: At this point you should have Gorilla Grodd's maxed out to tier 4 and Amulet of Isis maxed out to tier 3 with the possibility of tanky items mixed into your build. Your role here is simple depending on your team's comp you will either be the engager or the one sitting back with your carry peeling. Now me saying that doesn't mean you don't peel for your carry if you are to say the initiator you will initiate the fight Gorilla Grodd's the most important player on team (Means your highest source of damage) and then run back to peel for your ADC or Mid laner depending on the situation presenting it's self. IN NO WAY DO YOU CHASE KILLS EVEN IF YOU HAVE AMULET OF ISIS UP unless you feel confident enough with the situation around you. Threat Assesment is a huge part of MOBA game's and is important to a support. Engaging and Disengaging is a large part of Threat Assesment. Learning when and when not to engage is not something I can teach as the situation will present it's self this is something you must learn on your own. Warding is still a LARGE PART OF MID GAME KEEP THE WARDS UP AT ALL TIMES!
Late Game: Now at this point full build or not your role continues to be the same as determined by you or your team Initiator Initiates, and then peels. If chosen to peel you continue to peel for your carry nothing changes from mid game. Warding is still a LARGE PART OF END GAME KEEP THE WARDS UP AT ALL TIMES!
(Disclaimer: This build I currently use on 100% of my tank supports such as Mecha Superman, Wonderwomen, Atomic Poison Ivy, and Arcane Green Lantern. Poison Ivy, Nightmare Supe's, Harley guide coming soon. May be editing in the future.)
The way I enjoy to build Mecha superman is running Gorilla Grodd's Tier 2 and then before minions spawn going back to buy 2 health pots after warding my lane. Max out Gorilla Grodd's or Amulet of Isis depending on the enemy team. CC Heavy teams you need to build Gorilla Grodd's first and then amulet of Isis. If they aren't so cc heavy and more assassin types looking for picks you are safe to run Amulet of Isis before Gorilla Grodd's. After that continue to build tanky items such as Suit of Sorrows, Entropy Ageis, Ra's al Ghuls Robe and more. Building tanky allows you to stay in the fights for a further amount of time as well as peeling for your attack damage or power damage carry.
Skills:
Agent of HopeWhenever Mecha Superman destroys an Environmental Object, both those on the map and those he creates with his skills, he emanates an aura for 5s. The aura grants 5 Attack Armor, Power Armor and 2 health per second.
If at least one allied Champion is inside this aura, Mecha Superman will gain twice this healing amount for himself.Armor: 5 / 10 / 15 / 20
Heal: 2 / 4 / 6 / 8 + 1% Bonus HealthDrill AttackMecha Superman extends his Drill Lance, dealing 50 Power Damage to all enemies in an area and Stunning them for 0.2s. All small Environmental Objects in the area are destroyed, applying Silence for 1s to nearby Champions.Damage: 50 / 100 / 150 / 200 + 55% Power Damage
Silence: 1 / 1.2 / 1.4 / 1.6
Cooldown: 8
Cost: 20 / 25 / 30 / 35Sunstone EruptionMecha Superman stabs his drill into the ground. After a short delay it deals 70 Power Damage in an area, and creates a Small Environmental Object that lasts for 10s. Any other Small Environmental Objects in this area are destroyed, Knocking up enemies near them for 1s.Damage: 70 / 105 / 140 / 175 + 45% Power Damage
Cooldown: 12 / 10 / 8 / 6
Cost: 35 / 40 / 45 / 50FissureMecha Superman creates an impassible wall of rocks for 2s, as well as 2 small Environmental Objects that last for 10s. Activating the skill a second time will dispel the wall early.Duration: 2 / 2.3 / 2.7 / 3
Cooldown: 22 / 20 / 18 / 16
Cost: 55 / 65 / 75 / 85TerraformerMecha Superman shakes the earth around him dealing 180 Power Damage over 6s.
During this time, Agent of Hope activates and Mecha Superman's Basic Attacks create small Environmental Objects.Damage/Time: 180 / 300 / 420 / 540 + 120% Power Damage + 18% Bonus Health
Cooldown: 120 / 110 / 100 / 90
Cost: 80 / 100 / 120 / 140
Stolen Powers:
These stolen power's are great for any support. Zatanna's Psychic Assault is a must use power currently in the meta game for supports. The item confirms a lot of kill's you think you won't get. Green Arrow's Cam's are also a must use power in the meta for supports currently. Not only does it allow you to ward WHICH YOU SHOULD ALWAYS BE DOING but the ability to clear enemy wards is a huge part of why this stolen power is used so often.
MOD/Aug's
Empowered Amulet of Isis: ( Mercury's Gift 2 Activate to give nearby allies 30% increased move speed for 8 seconds (Tier 3) )
Altered Gorilla Grodd's Helmet ( Artifact gains Investment 1 3 credits per 10s at tier 1 and Investment 2 5 credits per 10s at Tier 2. (Tier 1) )
Empowered Ra's al Ghuls Robe ( Lazarus Effect 2 When you fall to 0 health, you gain a shield for 100% of your maximun health and a 25% bonus to attack and power armor for 5s (Tier 2) )
The explanation to these mods: So simply it should be quite noticeable but for those of you who are here reading this because you are new the first mod Empowered Amulet of Isis is a MUST BUY ITEM to get your team into fights and out of fights. Mod number 2 Altered Gorilla Grodd's Helmet is also another MUST BUY ITEM not only because of the investment it offers to you during the laning phase but as well at tier 4 it gives a chosen player (your choice) a shield to stop all forms of CC. Mod number 3 is not as much an early buy item but again is a MUST BUY ITEM. Empowered Ra's al Ghuls Robe is simply over powered currently in Infinite Crisis. Not only are the stats of the item huge but being able to live a whole new life is devastating mid-late game.
Augments:
Codename Terror
+ 3.9 Power Armor (G)
+ 2.52 Move Speed (S)
Codename Samurai
+0.39 Power Armor per level (max 7.41) (G)
+ 2.52 Move Speed (S)
Codename Scorpion
+ 3.9 Attack Armor (G)
+ 2.52 Move Speed (S)
Codename Tornado
+ 0.39 Attack Armor per level (max 7.41) (G)
+ 2.52 Move Speed (S)
Explanation: These mods are quite simple to explain the power armor and attack armor are for the laning phase early and then scaling to scale better throughout the game. Move speed is a huge factor in this case as a lot of support's have a low base move speed this allows you to land key abilities like a Mecha Superman's Wall, Atomic Poison Ivy Wall/Root, etc.
How to play during the laning phase: During the laning phase you have to allow yourself to be the dominate support. Landing walls and using your Sunstone Eruption to land some large form of cc and then your carry putting some auto's into the mix can surely guarentee a good way of harassing during the laning phase. When you put your q ( Drill Attack ) into the mix you apply the same combo with a Drill Attack at the end of the knock up for a short stun keeps your opponent around for just that next auto to land from your carry. Adding as well your passive into play here when you land a good wall and knockup using your Sunstone Eruption you also proc what is your passive giving you and your laning partner a small but helpful percentage of your health during it's time. This again allows for a good way of getting good trades in. Make sure you are always warding your bot lane during the laning phase as you will be ganked not warding is a horrible excuse to blame not called MIA'S, etc. DO NOT LAST HIT! Last hitting is not a priority in the support role. If you must last hit do it accasionally to get the last hit your carry might miss other wise DON'T DO IT AT ALL!
Mid Game: At this point you should have Gorilla Grodd's maxed out to tier 4 and Amulet of Isis maxed out to tier 3 with the possibility of tanky items mixed into your build. Your role here is simple depending on your team's comp you will either be the engager or the one sitting back with your carry peeling. Now me saying that doesn't mean you don't peel for your carry if you are to say the initiator you will initiate the fight Gorilla Grodd's the most important player on team (Means your highest source of damage) and then run back to peel for your ADC or Mid laner depending on the situation presenting it's self. IN NO WAY DO YOU CHASE KILLS EVEN IF YOU HAVE AMULET OF ISIS UP unless you feel confident enough with the situation around you. Threat Assesment is a huge part of MOBA game's and is important to a support. Engaging and Disengaging is a large part of Threat Assesment. Learning when and when not to engage is not something I can teach as the situation will present it's self this is something you must learn on your own. Warding is still a LARGE PART OF MID GAME KEEP THE WARDS UP AT ALL TIMES!
Late Game: Now at this point full build or not your role continues to be the same as determined by you or your team Initiator Initiates, and then peels. If chosen to peel you continue to peel for your carry nothing changes from mid game. Warding is still a LARGE PART OF END GAME KEEP THE WARDS UP AT ALL TIMES!
(Disclaimer: This build I currently use on 100% of my tank supports such as Mecha Superman, Wonderwomen, Atomic Poison Ivy, and Arcane Green Lantern. Poison Ivy, Nightmare Supe's, Harley guide coming soon. May be editing in the future.)