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    Infinite Crisis builds for Mecha Superman

    Mecha Superman "Mountains cannot hinder me" guide (GH)

    A Mecha Superman guide by blackgepard
    Last updated: Nov 28th, 2014
    Link to guide: www.dawnbase.com/guides/mecha-superman-mountains-cannot-hinder-me-guide-gh
    2,620 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 item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers


    Mecha Superman The Agent of Hope is big, awesome and will knock everyone up with his groundspliting abilities.



    STOLEN POWERS

    [[Poison Ivy's Healing Wave]] - As an enforcer, you'll want to support your allies as much as you can. Between this and your passive, you and your allies will be getting health, health regen, armor and damage increases, add some aura items and you're an army of support just by yourself.

    [[Mecha Superman's Consume]] - Restores more health, based on your bonus health, and you'll be getting lots of items with bonus health. However the real reason behind taking this item is if you consume an environmental object, it will trigger his passive, so you'll get some health for yourself and an armor boost for yourself and any ally nearby. The best target for this are cars, since you might want to use any meteors, rocks or sunstones to knock up/silence enemies. If there aren't any rocks nearby and you need health, other good options include leftover sunstones from your Fissure skill (the wall) and Terraformer (ultimate). If the enemy runs away or is far enough and there are sunstones left that you won't use, these are good consume options too.



    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.

    Use the stun to stop any skills that channel, make champions drop what they're carrying or just poke them for fun.

    The silence is more useful against blasters, controllers and assassins, so sometimes it better not to destroy the sunstones for the silence and instead leave it to knock them up with your Sunstone Eruption.

    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)
    The main skill to get 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 sunstones/rocks are destroyed, knocking up every enemy near it.

    Try to lead your enemies to already existing sunstones/rocks or create ones with your Fissure or Terraformer if need be, but don't be afraid to use it if you know there aren't any rocks/sunstones nearby, since after leveling this up you will be able to use it pretty often. Also, there isn't much point in you using you basic attacks when attacking an enemy, so if you are following an enemy, its best to run after/beside him and just use your skills.

    To get the absolute full use of this skill, you are gonna have to learn the locations of every single rock spawn point on the map. If you see any enemies coming your way, you can always just lead them to a rock, knock them up, silence them if you want, run away if there aren't any teammates nearby and there are too many enemies to take on your own and lead them to another rock, hopefully also moving closer to your team. Feel free to also run by any health pads if you're taking too many hits and don't forget to use your wall if the enemy gets too close.

    Also works great when chasing, if you know where the rocks are, you can try and catch up and only use this skill when the enemy gets close enough for you to knock up, don't just spam this skill for no reason when chasing, the delay can make it hard to hit.

    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 going 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 I have seen very few actually survive this and get out alive after it.

    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.

    One thing I noticed 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 everyone 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 honestly, then follow with Sunstone Eruption (W) and Drill Attack (Q) and just pound away with basic attacks for extra sunstones.

    I would advise to save this for teamfights, because all that aoe damage won't go to waste, but if you feel the need, it can be used against just 1 or 2 enemies, especially if these enemies are fed.

    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.

    You will want to get all that extra armor as soon as possible, so I advice to level this 2nd.



    ITEMS

    Starter
    Suit Of Sorrows (4), [[Mirror Master's Prism (4)]] and Olympus Gambit (4) are what i usually start with, because of how cheap they are at tier 1 and because they offer best armor and in the gambits case, gives your entire team extra armor. Not only that, Suit Of Sorrows (4) and [[Mirror Master's Prism (4)]] also give you reflect damage, however since it's not that useful early on so you might want to check other items early too.

    Depending on how many of each type of damage are on the enemy team, you will want to switch your starting items around. If there is, lets say, only 1 Power Damage champion on the enemy team, in the end, your passive and Olympus Aura with all that health from other armor will be enough defence against, so there might not be any point in getting any more Power Armor and you should not even bother getting [[Mirror Master's Prism (4)]].

    If you cannot decide what to buy at that moment, just buy [[Hawkman's Harness (4)]] and watch who is dealing most damage to you then buy armor from it.

    Attack Armor
    Aditional choices for Attack armor are [[Booster Gold's Power Suit (3)]] and [[Metallo's Heart (3)]]. Fragment Of Mogo (3) is also a possible choice, but because it offers no cooldown reduction, I have never found myself buying it.

    [[Metallo's Heart (3)]] grants you a debuff aura that makes nearby enemies lose attack speed. With all that extra armor you're giving away to your allies, why not give something to enemies as well?
    [[Booster Gold's Power Suit (3)]] offers the same stats as Metallo's Heart, however instead of a debuf aura, it grants you reduced damage from turrets. Be a Hero and take all that damage while you and your allies clean up.
    [[Diana's Bracers (3)]]  offers a bit of armor and health regen, but you will mostly want this for the Resilience and Mounting Defence buff.

    Power Armor
    Entropy Aegis (4) and Kryptonian War Armor (4) are your choices here.
    Entropy Aegis (4) 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 be helpful to you.
    On the other hand Kryptonian War Armor (4) gives you health regen and movement speed, along with an increase in healing recieved.

    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.
    The Starheart (3) offers the highest boost in Power Damage, so if you really have the space for it, go for it.

    Situational Items
    You'll notice I put Attack Damage items here. Building these will make you more of a bruiser, however due to the slow attack speed of tanks, it is rare to see anyone using these. However, there might be a game where you will need another attack damage source (for example, you already have another enforcer, a blaster and a controller, all of which built 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.
    Claw Of Horus (3) and Mega Rod (3) are also usable on him, if you have the space for it.


    MINDSET

    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 without mixing up or something.

    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.

    It's a waste to use your ultimate on 1 or 2 guys however, so use it only if you see that it is gonna be needed (by that I mean you are losing against them). Other than that, try to lead these guys to rock spawn points to knock them up and deal damage to them while not taking much yourself (usually this is done when low on heath yourself, so run by any nearby health points too).

    A combination of your Drill Attack (Q) and Sunstone Erutpion (W) will deal a nice amount of damage and all your armor should keep you alive to use them again at least once, unless you're getting targetted and there aren't any allies nearby.

    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 anyway, 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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