![]() Though its effects don't look impressive, it is a great defensive gear for any character and probably the best one of all 3 Companion Cards. ![]() For an enemy not on the ground (such as Superman or Static), the blocked skulls can drive them back, and if you use a melee special at the same time, it may miss. If you perform a special right before the skulls attack the enemy and if the enemy blocks, the skulls are blocked as well. This is not possible for the players unless they block beforehand. Unusually, the AI may still block your basic attacks even when they are being attacked by skulls. However, this does not work for the player. If the skulls activate when the player is on the ground, you are unable to block any special attack. If the user is KO'ed immediately after using a special, only one skull will appear and it will do no damage. If The Joker/Unhinged Suicide Squad's special knocks out an opponent and triggers his passive (controls defeated opponent), Enchantress won't activate. The skulls can knock out an opponent, even if you are using another special that normally cannot knock out opponents in the middle (e.g. If Enchantresses is used by a teammate, then Martian Manhunter/Blackest Night tags in during his life drain phase, his passive will not life drain from the skulls his life drain phases can heal from skull damage if he has the gear equipped (this is separate from the skull's own life drain). If this gear is given to Batman/Blackest Night or his Blackest Night teammates, the skulls will have an unblockable chance as well. Also, when its user activate another special attack while the skulls are flying, those skulls may inherit effects that the special itself can inherit, such as Ares/Prime's Unblockable on SP2, Harley Quinn/Arkham's unblockable SP2 for Arkham characters, or some gear effects as stated above. A character who is stunned will no longer be stunned after being hit by skulls, but skull hitting during a special (even if it is before any special hits) do not negate stun for the purpose of Cloak of Destiny and Nekron's Scythe. They also can apply the gear shatter effect of Claw of Horus, or Area Effect like from League of Assassins Adept Knives. If skulls from a previous special hits an opponent during the next special's animation, they can apply DOT from gears like The Ibistick, League of Assassins Adept Blade, and LexCorp Helmet V2. ![]() If the opponent tags out at the right time, the skulls would fly up and out of the screen attempting to hit them, but doesn't seem to do damage. The skull's damage is negated by Invulnerability. Special damage is negated by Superman/Injustice 2 (if not blocked), Batman/Dawn of Justice and Rebirth Wally West's passives, or if the whole special is negated by invulnerability.The Joker/Suicide Squad and The Joker/Unhinged Suicide Squad's Special 1 does no damage if used against an opponent with 1 health and Joker gets the power gain effect.Harley Quinn's Special 2 normally only triggers Enchantress on the bomb or Harley Quinn/Suicide Squad's picture.The Master's Death Cart's tag in damage): Specials that deal no damage generally do not trigger Enchantress (exceptions include if damage is dealt by other sources during the special, e.g. The skulls hit the next opponent if the first one is KO'ed by the special, cannot crit, can damage the opponent and heal the user even if the user is tagged out, and will trigger both Black Adam/Prime's and Black Adam/Regime's (for his case, does not count as SP1) passives and the attacker will receive damage when this happens (if user tagged out, the reflect damage and stagger hits the active opponent instead). The additional skulls will apply even for non-Suicide Squad users. The skulls can be blocked, but only if the first skull does not land unblocked.ĭespite unstated on the gear's description, each Suicide Squad character on your team will add one more skull, for the total of 6 skulls on a full Suicide Squad team. The target cannot use specials or supers until the skulls have all finished attacking (except if the user uses two special attacks in rapid succession, in which case the opponent can use them after the first barrage of skulls is over). It only activates if the character uses either of their Special 1 or 2, but NOT their Super move. Upon a character using a Special Attack on the opponent, after 3 seconds, 3 skulls will fly toward the enemy, staggering them, dealing damage (as a % of the special's damage dealt) and Life drain (which heals by % of damage dealt by the skull, not the special, and may occur even through Invulnerability). After any successful Special Attack skulls fly at the enemy dealing 1% - 10% additional DAMAGE each.
0 Comments
Leave a Reply. |