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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

    Consume

    Cooldown: 60s

    Deal 75 True Damage to target enemy drone or creature and you are healed for 50. Environmental objects can also be targeted and are destroyed after healing you.

    Detonate

    Cooldown: 120s

    Deal 40 Power Damage to all Champions and drones near target enemy drone, creature or environmental object. Creatures in the area (including the one targeted) are dealt 160 True Damage instead and environmental objects are destroyed.

    Healing Wave

    Cooldown: 120s

    Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%.

    Invulnerability

    Cooldown: 180s

    Gain a Shield that blocks 60 damage for 2 seconds.

    Meteor Drop

    Cooldown: 90s

    Drop a meteor on the target location, dealing 60 Power Damage in an area around it. The meteor persists for 120 seconds as a Small Environmental Object.

    Psychic Assault

    Cooldown: 120s

    Places a 35% slow on a target enemy for 2.5 seconds.

    Super Speed

    Cooldown: 120s

    Gain 20% Move Speed and move through enemies for the next 4 seconds.

    Super Strength

    Cooldown: 90s

    Super Strength allows your Champion to pick up and throw Environmental Objects.

    Pick up Large Object: Throws the object, dealing Attack Damage and Slowing enemies in an area.
    Pick up Small Object: Throws the object in a line, dealing 80 Attack Damage to the first enemy it hits, and knocking them up.

    Surveillance Camera

    Cooldown: 5s

    Gain 3 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

    Teleport

    Cooldown: 420s

    Target an allied Turret, Drone, Surveillance Camera or Control Point with no contesting enemy Champions, and blinks to it after 4 seconds. Cooldown is reduced if teleporting to a Turret or control point.

    Trap

    Cooldown: 25s

    Gain 3 charges that are spent to place Traps (2 seconds to prime) that last for 45 seconds and are triggered by the next enemy Champion to step on them. They will be Rooted for 1.5 seconds and revealed for 5 seconds. Up to 2 Traps may be on the battlefield at once. You regenerate a new Trap every 45 seconds or by returning to base.

    X-Ray Vision

    Cooldown: 100s

    For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

    Enhanced stolen powers are earned on a per-champion basis: each time you reach level 5 with a particular champion, you unlock their unique enhanced power for the rest of your champions. Alternatively, you can head to the store to unlock enhanced powers.

    Aquaman's Super Strength

    Cooldown: 90s

    Aquaman's Super Strength grants your Champion Move Speed after throwing an Environmental Object.

    Large Object: Throws the object, dealing Attack Damage and Slowing enemies in an area, and gains Move Speed for a few seconds.
    Small Object: Throws the object in a line, dealing Attack Damage to the first enemy it hits, Knocking them up, and your Champion gains Move Speed for a few seconds.

    Arcane Green Lantern's Healing Wave

    Cooldown: 120s

    Arcane Green Lantern's Healing Wave grants increased Power Armor and Attack Armor to you and nearby allies.

    Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. You and nearby allies also gain 10 Power Armor and Attack Armor for 3 seconds.

    Arcane Supergirl's Meteor Drop

    Cooldown: 90s

    The damage dealt by Arcane Supergirl's Meteor Drop is increased by 1% for every 2% of health that the target is missing.

    Atomic Green Lantern's Consume

    Cooldown: 60s

    Atomic Green Lantern's Consume increases your Champion's Move Speed.

    Deal 75 True Damage to target enemy drone or creature and you are healed for 30 and gain 12.5% Move Speed for 3 seconds. Environmental objects can also be targeted and are destroyed after healing you.

    Atomic Joker's Detonate

    Cooldown: 100s

    Atomic Joker's Detonate has a shorter Cooldown.

    Deal 40 Power Damage to all Champions and drones near target enemy drone, creature or environmental object. Creatures in the area (including the one targeted) are dealt 160 True Damage instead and environmental objects are destroyed.

    Atomic Poison Ivy's X-Ray Vision

    Cooldown: 85s

    Atomic Poison Ivy's X-Ray Vision has a reduced cooldown.

    For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

    Atomic Wonder Woman's Super Speed

    Cooldown: 120s

    Atomic Wonder Woman's Super Speed allows your Champion to deal Attack Damage to enemies they move through.

    Gain 20% Move Speed and move through enemies, dealing Attack Damage when you pass through them for the next 4 seconds.

    Atrocitus' Meteor Drop

    Cooldown: 90s

    Atrocitus' Meteor Drop slows enemies struck.

    Drop a meteor on the target location, dealing Power Damage in an area around it, and slowing enemies' movement speed by 20% for 4 seconds. The meteor persists for 120 seconds as a Small Environmental Object.

    Batman's Trap

    Cooldown: 25s

    Batman's Trap reveals and roots enemies for a longer duration.

    Gain 3 charges that are spent to place Traps (2 seconds to prime) that last for 45 seconds and are triggered by the next enemy Champion to step on them. They will be Rooted for 2.5 seconds and revealed for 10 seconds. Up to 2 Traps may be on the battlefield at once. You regenerate a new Trap every 45 seconds or by returning to base.

    Blue Beetle's X-Ray Vision

    Cooldown: 100s

    Blue Beetle's X-Ray Vision grants 30 Credits and reduces cooldown by 5 whenever he kills a Surveillance Camera.

    For 8 seconds, your Champion has increased vision range, can see enemies in Stealth or on stealth pads, and can see through walls.

    Catwoman's Teleport

    Cooldown: 360s

    Catwoman's Teleport has a reduced Cooldown.

    Target an allied Turret, Drone, Surveillance Camera or Control Point with no contesting enemy Champions, and blinks to it after 4 seconds. Cooldown is reduced if teleporting to a Turret or control point.

    Cyborg's Teleport

    Cooldown: 420s

    Cyborg's Teleport has a faster teleport time.

    Target an allied Turret, Drone, Surveillance Camera or Control Point with no contesting enemy Champions, and blinks to it after 2.5 seconds. Cooldown is reduced if teleporting to a Turret or control point.

    Doomsday's Invulnerability

    Cooldown: 180s

    Doomsday's Invulnerability has a stronger Shield.

    Gain a Shield that blocks 75 damage for 2 seconds.

    Flash's Super Speed

    Cooldown: 120s

    Flash's Super Speed allows your Champion to move even faster.

    Gain 25% Move Speed and move through enemies for the next 4 seconds.

    Gaslight Batman's Surveillance Camera

    Cooldown: 5s

    Gaslight Batman's Surveillance Camera has increased sight distance.

    Gain 3 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

    Gaslight Catwoman's X-Ray Vision

    Cooldown: 100s

    Gaslight Catwoman's X-Ray Vision has a longer vision range.

    For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

    Gaslight Joker's Meteor Drop

    Cooldown: 90s

    Gaslight Joker's Meteor Drop applies Wounding (-50% healing received) to targets in the area.

    Drop a meteor on the target location, dealing 60 Power Damage in an area around it, and applying Wounding (reducing enemies' healing by 50%) for 10 seconds. The meteor persists for 120 seconds as a Small Environmental Object.

    Green Arrow's Surveillance Camera

    Cooldown: 5s

    Green Arrow's Surveillance Camera can see through Stealth for a few seconds, but has one less charge.

    Gain charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them and can see through Stealth for a few seconds. A limited number of Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

    Green Lantern's Meteor Drop

    Cooldown: 90s

    Green Lantern's Meteor Drop scales with Power Damage (35%).

    Drop a meteor on the target location, dealing 80 Power Damage in an area around it. The meteor persists for 120 seconds as a Small Environmental Object.

    Harley Quinn's Detonate

    Cooldown: 120s

    Harley Quinn's Detonate deals additional Power Damage to enemy champions and drones.

    Deal 60 Power Damage to all Champions and drones near target enemy drone, creature or environmental object. Creatures in the area (including the one targeted) are dealt 160 True Damage instead and environmental objects are destroyed.

    Hawkgirl's Super Speed

    Cooldown: 120s

    Hawkgirl's Super Speed allows your Champion to gain a longer Move Speed bonus for each Basic Attack.

    For the next 4s, you gain 20% Move Speed. During this duration, your Champion gains 0.5s for each Basic Attack while Super Speed is active, up to a maximum of 3s, and may move through Champions.

    Joker's Detonate

    Cooldown: 120s

    Joker's Detonate reduces the Move Speed of all targets within the area.

    Deal 40 Power Damage to all Champions near target enemy drone, creature or environmental object. Drones and creatures in the area (including the one targeted) are dealt 160 True Damage and environmental objects are destroyed. All targets hit also lose 15% Move Speed for 3 seconds.

    Katana's Invulnerability

    Cooldown: 180s

    Katana's Invulnerability grants Attack Reflection and Power Reflection as long as the Shield is active.

    Gain a Shield that blocks 60 damage for 2s. As long as the Shield remains active, you will be granted 5% Attack and Power Damage Reflection.

    Temp Health: 60 (60 + 15 per level)

    Attack Reflect: 5% (5% + 1% per level)

    Krypto's Healing Wave

    Cooldown: 120s

    Krypto's Healing Wave applies an additional heal over time to those healed.

    Mecha Superman's Consume

    Cooldown: 60s

    Mecha Superman's Consume restores more Health based on your bonus health.

    Deal True Damage to target enemy drone or creature and you are healed. Environmental objects can also be targeted and are destroyed after healing you.

    Mecha Wonder Woman's Trap

    Cooldown: 25s

    Mecha Wonder Woman's Trap primes faster.

    Gain 3 charges that are spent to place Traps (1 second to prime) that last for 45 seconds and are triggered by the next enemy Champion to step on them. They will be Rooted for 1.5 seconds and revealed for 5 seconds. Up to 2 Traps may be on the battlefield at once. You renegerate a new Trap every 45 seconds or by returning to base.

    Nightmare Batman's Consume

    Cooldown: 60s

    Nightmare Batman's Consume restores bonus Health.

    Deal 75 True Damage to target enemy drone or creature and you are healed for 45. Environmental objects can also be targeted and are destroyed after healing you.

    True DMG: 75 + 10 per level

    Heal: 30 + 8 per level

    Nightmare Robin's X-Ray Vision

    Cooldown: 100s

    Nightmare Robin's X-Ray Vision grants bonus damage for the duration of the X-Ray Vision.

    For 8s, your Champion has increased vision range, can see enemies in Stealth or in Stealth Pads, can see through walls, and gains 5% Bonus Damage.

    Nightmare Superman's Teleport

    Cooldown: 420s

    Nightmare Superman's Teleport provides 5 Power Damage for 5 seconds after a successful teleport.

    Target an allied Turret, Surveillance Camera, drone, or control point (if uncontested) to blink to it after channeling for a short time. Cooldown is reduced if teleporting to a Turret or control point.

    Poison Ivy's Healing Wave

    Cooldown: 120s

    Poison Ivy's Healing Wave grants increased Attack Damage and Power Damage to you and nearby allies.

    Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. You and nearby allies also gain a 10 Attack Damage and 10 Power Damage increase for 5 seconds.

    Robin's Surveillance Camera

    Cooldown: 5s

    Robin's Surveillance Camera has two additional charges.

    Gain 5 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

    Shazam's Invulnerability

    Cooldown: 180s

    Shazam's Invulnerability restores health as long as the shield is active.

    Gain a Shield that blocks 60 damage for 2 seconds. As long as the Shield remains active, you will be healed 25 Health over 2 seconds.

    Sinestro's Psychic Assault

    Cooldown: 120s

    Sinestro's Psychic Assault reduces the target's Power Armor as well as slowing.

    Target enemy Champion loses 35% Move Speed for 2.5 seconds, and reduces Power Armor for 8 seconds.

    Star Sapphire's Psychic Assault

    Cooldown: 120s

    Star Sapphire's Psychic Assault reduces incoming healing as well as slowing.

    Places a 35% slow on a target enemy and reduces incoming healing by 50% for 3 seconds.

    Stargirl's Consume

    Cooldown: 60s

    Stargirl's Consume grants Power Damage while on Cooldown.

    Deal 75 True Damage to target enemy drone or creature and you are healed for 30. Environmental objects can also be targeted and are destroyed after healing you.

    True DMG: 75 + 10 per level

    Heal: 30 + 8 per level

    Power Damage: 6 + 0.5 per level

    Starro's Psychic Assault

    Cooldown: 120s

    Starro's Psychic Assault reduces Attack Damage as well as slowing.

    Target enemy Champion loses 35% Move Speed and 10 Attack Damage for 3 seconds.

    Supergirl's Invulnerability

    Cooldown: 180s

    Supergirl's Invulnerability grants bonus Attack Damage as long as the Shield is active.

    Gain a Shield that blocks 60 damage for 2 seconds. As long as the Shield remains active, you will be granted bonus 10 Attack Damage.

    Superman's Super Strength

    Cooldown: 90s

    Superman's Super Strength grants your Champion Attack Damage while Super Strength is on cooldown.

    Large Object: Throws the object, dealing Attack Damage to enemies and turrets in an area.

    Small Object: Throws the object in a line, dealing Attack Damage to the first enemy it hits, and Knocking them up.

    Swamp Thing's Consume

    Cooldown: 60s

    Swamp Thing's Consume grants credits when used.

    Wonder Woman's Super Strength

    Cooldown: 90s

    Wonder Woman's Super Strength allows your Champion to pick up and throw Environmental Objects even farther.

    Pick up Large Object: Throws the object, dealing Attack Damage and Slowing enemies in an area. Range increased by 200.
    Pick up Small Object: Throws the object in a line, dealing 80 Attack Damage to the first enemy it hits, and knocking them up. Range increased by 200.

    Zatanna's Psychic Assault

    Cooldown: 120s

    Zatanna's Psychic Assault applies a stronger slow and lasts longer.

    Target enemy Champion loses 40% Move Speed for 3 seconds.