Superman (DCU) Buffs
Hey there, heroes!
We’ve been monitoring your feedback regarding Superman (DCU) and have decided to make numerous changes to his kit that we hope you’ll like. We very much appreciate your comments and constructive feedback on Discord and the rest of our social channels and we can’t wait to share some of the big changes heading to Superman (DCU) in the next patch.
Superman (DCU) will be receiving changes to the following skills:
- Basic: Up, Up, and Away
- Advanced: Speeding Bullet
- Passive: Last Son’s Renewal
- Ultimate: Heat Vision Hurricane
Let’s take a few moments to break down the specifics of these changes and how his overall kit will be improving.
Basic: Up, Up, and Away!
Originally, his attack would only deal partial damage to enemies at the side of his main target. Now the attack deals full damage to the entire row! But more significantly, his basic attack now deals a massive amount of damage to enemy Tanks, increasing from 30% extra damage, up to triple damage. For the sake of clarity, we’ll be showing you how the original abilities functioned in comparison to their rework
- L1 Original : Leaps into the air before slamming back down to the ground, dealing Physical Damage equal to 100% of his Attack to an enemy. Hit by tremors from the impact, the enemies on either side of the target receive Physical Damage equal to 50% of Superman’s Attack.
- L1 Rework: Leaps into the air before slamming back down to the ground, dealing Physical Damage equal to 100% of his Atk to the row.
- L2 Original: Any Tank hit by Up, Up, and Away receives additional Physical Damage equal to 30% of Superman’s Attack.
- L2: Rework: Any Tank hit by Up, Up, and Away receives additional Physical Damage equal to 200% of Superman’s Attack.
- L3 Original: Enemies hit by tremors now receive Physical Damage equal to 100% of Superman’s Attack.
- L3 Rework: Tank enemies now receive Physical Damage equal to 300% of Superman’s Attack.
Advanced: Speeding Bullet
Superman’s Advanced is excellent at applying many debuffs to enemies, especially Dampen, which helps the rest of his team deal extra damage with Superpower Damage attacks. We love how effective this skill is at amping up a Superpower-focused team, but, it’s a little bit of a bummer that using his Advanced skill takes his full turn right? Well…
- L1 Original: Blasts all enemies with a sonic boom, inflicting 1 Stack of Dampen. If an enemy already has at least 1 Stack of Dampen, 1 Stack of Slow is also added for 2 Turns.
- L1: Rework: Blasts all enemies with a sonic boom, inflicting 1 Stack of Dampen. If an enemy already has at least 1 Stack of Dampen, 1 Stack of Slow is also added for 2 Turns. Afterwards, Superman immediately performs Up, Up, and Away.
- L2 Original: Speeding Bullet now inflicts 2 Stacks of both Dampen and, when applicable, Slow.
- L2: Rework: No Change
- L3 Original: If an enemy has 1 or 2 Stacks of Burn, Speeding Bullet will also add an additional Stack of Burn.
- L3: Rework: No Change
Passive: Last Son’s Renewal
Superman’s passive Last Son’s Renewal rewards you for taking the brunt of the damage for your team, but it wasn’t quite as rewarding as we were hoping. We’ve increased the healing received at level 1 and 3. These numbers get even better when combined with his Badge skills that can double the healing when Superman has low Health!
- L1 Original: At the start of his Turn, Superman takes in energy the sun, Healing for 10% of the Damage he took since his last Turn.
- L1 Rework: At the start of his Turn, Superman takes in energy the sun, Healing for 20% of the Damage he took since his last Turn.
- L2 Original: At the start of his turn, 1 Stack of a random Debuff is removed for every time he took damage since his last Turn.
- L2 Rework: No Change
- L3 Original: Superman now Heals for 20% of the Damage he took since his last Turn.
- L3 Rework: Superman now Heals for 40% of the Damage he took since his last Turn.
Ultimate: Heat Vision Hurricane
Superman’s Ultimate ability is situationally the most powerful Single Target damage Ultimate in DC Worlds Collide. However, in order to get two Detonations at once, it required that you time your Ultimate to go off when the enemy already had high stacks of Burn. With the changes below, Superman will always apply enough Burn to Detonate at least two times when using his Ultimate, but there is still a possibility for even more Detonations should you time your ultimate just right!
- L1 Original : While spinning around mid-air, Superman blasts an enemy with solar energy 6 times, dealing Superpower Damage equal to 50% of his Attack with each hit. Each hit also inflicts 1 Stack of Burn.
- L1 Rework: While spinning around mid-air, Superman blasts an enemy with solar energy 8 times, dealing Superpower Damage equal to 50% of his Attack with each hit. Each hit also inflicts 1 Stack of Burn.
- L2 Original : Superman now does an additional hit for every Stack fo Burn the target had on them before Heat Vision Hurricane began.
- L2 Rework: No change
- L3 Original : For every Detonation that occurs during Heat Vision Hurricane, Superman Heals for 5% of his Max HP.
- L3 Rework: No change
We think the above changes to Superman will help him feel much more powerful on any team you slot him with, either as the back row damage dealer, or even up front when paired with Mister Terrific’s Team Synergy!
Thank you so much for all of your valuable feedback regarding Superman (DCU). Be sure to join on Discord and the rest of our social channels for all the latest on DC Worlds Collide.