Villain, Global, Mystic, Protector, Masters of Evil
|Arena||★ ★ ★ ★ ★|
|Alliance War Offense||★ ★ ★ ★ ★|
|Alliance War Defense||★ ★ ★ ★ ★|
|Blitz/Real-Time Arena||★ ★ ★ ★ ★|
|Raid||★ ★ ★ ★ ★|
|Dark Dimension||★ ★ ★ ★ ★|
|Cosmic Crucible||★ ★ ★ ★ ★|
Logical Iso – 8 for Absorbing Man is Fortifier. Gaining an additional barrier is a way to increase his durability because he will take most enemy attacks on his back, and we need him to stay alive as long as possible. In other game modes, this can be his best Iso-8 but in CC Striker is better.
An excellent follow-up attack made him a good candidate for a Striker Iso-8 Class. With every counter and assist and, most importantly, Iso-8 attack, he will copy and clear two positive effects and gain two Deflects if the target has Vulnerability. As Striker, he will exploit that follow-up attack to gain more benefits for tanking and remove even more buffs from targets.
Everything else falls behind those two Classes. Take care of the whole Masters of Evil team Iso-8 composition and not provoke situations that will leave our team without crucial Iso-8 synergies.
S – Special ability
U – Ultimate ability
P – Passive ability
B – Basic ability
Special – He will copy and clear all Negative effects from Masters of Evil allies to self (up from 2) and gain a bit of damage to his Special attack. It is a good upgrade because the more Negative effect he has – the better. He will flip them to Positive. This ability will work in every game mode.
Ultimate – Absorbing Man will gain some damage if his Ultimate is on Max rank. More importantly, he will provide Deflect and Immunity to self and Masters of Evil allies. Those buffs are only for Cosmic Crucible game mode.
Passive – He will gain + 30% Resistance (CC). On Spawn, he will buff Titania with 4 Counters (CC Offense). Those are nice and effective buffs – too bad they are only for the Crucible and Crucible Offense game mode.
He is a Protector of the Masters of Evil team with high Armor and Resistance stats. Absorbing Man will have a Taunt on Spawn, a nice passive that will further increase the durability of his team versus some tricky fast opponents. His main strength is hiding behind his name. Absorption – he will absorb enemy attacks, pick up all negativities from allies and take them on himself, but not just that. When those negativities are on him, he will flip them into positive ones.
Basic – Brick Bash:
With his Basic, he will attack a primary target with a good amount of damage, copy and clear 2 Positive Effects, excluding Stealth and Taunt.
If the target has Vulnerability, he will gain 2 Deflects.
ISO – 8/Counterattack/Assists:
He will do a little less damage compared to the amount of his Basic attack, but everything else stays the same. It is a powerful Counter/Follow-Up/Assist.
Special – Wrecking Ball
His Special costs 4 Energy, and he can use it at the first turn. Absorbing Man will copy and clear all harmful effects from Masters of Evil allies, transferring them to himself. Then when he has those debuffs, he will flip them to buffs.
He will clear Taunt from all allies and gain Taunt himself (2 turns in CC).
This action is powerful enough if we stop here, but he will also put Offense Down to the primary target and attack that and adjacent targets.
If he is the slowest member of Masters of Evil (I am hoping he is), this will be a crucial ability. He will clear everything nasty from his team, and those bad things will become good when they are on him. At the same time, he is starting a new turn with Taunt.
Ultimate – Diamond in the Rough
Ultimate costs 5 Energy, and Absorbing Man can use it at the beginning of combat. He will clear all harmful effects from himself (in Crucible, he will also heal himself). Next is attacking the primary target (high amount of damage) and clearing all positive effects. In Cosmic Crucible, he will apply Deflect and Immunity to himself and all Masters of Evil.
Passive – Hardened Criminal
Absorbing Man passive grants him Taunt plus 3 Deflects on Spawn. On CC Offense, he will provide 4 Counters to Titania, which will significantly boost her offensive potential.
Whenever someone attacks him, he will copy and clear one positive effect, excluding Stealth and Taunt, from the attacker to self + gain 1 Defense Up, up to a max of 3. With every Defense Up, he will gain 20% Armor and Resistance, which means he can benefit from multiple Defense Ups on himself. When Absorbing Man drops below 50% of HP, if he has a Taunt (most of the time, it will be the case), he removes that Taunt and fills the Speed Bar by 30%.
In CC, this character will have even more benefits, which will help him and his team perform better in that game mode:
He will provide Resistance for Masters of Evil in CC – +50%. On every Block, heal himself for 5% of his max HP.
Absorbing Man represents Protectors in the best way. He will flawlessly carry out his role of protecting the team and clearing debuffs from them. But not just that. He will also remove positivities from attackers. When we know that they will attack him most of the time (because of Taunt), we can also predict that the enemy team without proper protection (Safeguard) can stay without crucial buffs easily. Masters of Evil do not have to do anything (any action) to remove buffs from enemies. They need to hide behind the Absorbing Man – just that.
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