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Captain America (WW II)

  
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Tier list

Hero, Global, Skill, Controller, Invader

Arena★ ★ ★ ★ ★
Alliance War Offense★ ★ ★ ★ ★
Alliance War Defense★ ★ ★ ★ ★
Blitz/Real-Time Arena★ ★ ★ ★ ★
Raid★ ★ ★ ★ ★
Dark Dimension★ ★ ★ ★ ★
Cosmic Crucible★ ★ ★ ★ ★

Iso-8

Captain America (WW II) can benefit from various Iso-8 classes. He can be Healer – it is a good solution if your team is not strong enough to survive some dangerous weaves of enemies in Raids.

He can benefit from the Skirmisher class. Then you will be sure he will always put Offense Down and Slow on enemies.

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Striker is another possibility for him. That will increase his damage. But I am more for Skirmisher or Healer. At least until your Invaders are strong enough to solve various problems in Skill Raid nodes. Maybe even after that.

T4 Priority

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Upgrading Cap (WW II) Passive to max level will prevent enemies to Summon and Clone. It is essential for Invaders’ efficiency in Doom 3 Raid Skill nodes. Nick Fury on Skill Node 1, Multiple Man on Skill Node 2, Doctor Doom, and Misters Sinister on Boss Skill node. In short, without it, you would have problems even if you manually play Doom 3 SKill Nodes, not to mention that it would be literally impossible to sim, regardless of Invaders’ strength (full Invaders do not include Kestrel, and to understand to benefit of this just try playing Skill nodes in Doom 3 without Kestrel or CA WW2).

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Special – This Ability will generate 1 Energy for all Invaders (up from 3). We always want Ability Energy for our team and Maximized Special will provide it to every Invader team member.

Ultimate – It is the same as Special. Energy for everyone (up from 3), and it is always better for you to have the whole team fed up with Energy than 3 random members. It will also increase damage.

Infographics

captain america (ww ii) +

Theory Craft

Captain America (WW II) is a Controler with high Focus and Resistance. He will help his Invaders teammates by providing Ability Energy, denying enemy summons, and manipulating effects during combat.

Basic – American Iron

He will attack the primary target and apply Slow for two turns. Bucky Barnes ally will always assist him. We know that Bucky’s assistance prolongs negativities, so Captain America’s (WW II) Basic will apply Slow for three turns.

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Iso-8/Counterattack/Assists –

Same as a Basic attack. It will apply a Slow for two turns.

Special – Brothers in Arms

His Speccial cost three Ability Energy and can be used from the start of combat. It is a low-cost Ability – so he will use it frequently during the battles.

It will flip all negative to positive effects for self and all Invader allies. It will generate one Ability Energy for all Invader allies and gain Assist from two random Invaders.

WW II Cap Special ability will also provide two Deflects to himself and all allies.

We can see the benefits of this ability without even testing it. Fliping negativities into positivities is always a good feature. But it is not just that. The Ability Energy provides and Deflects the whole team with just three turns CD, made Cap (WW II) Special his crucial ability.

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Ultimate – Armored Cavalry

The Ultimate Ability cost is five Energy, and he can use it at the start of combat. He will attack all enemies with good damage, clear all Defense Ups, and put Offense Down for two turns on them. This attack cannot be Dodged or Blocked.

Same as Special, it will provide Ability Energy to all Invaders. He is an Energy distribution machine 🙂

In Raids, it will reduce Speed Bar to all enemies by 25% if Captain America (WW II) is with the Invader team.

Ultimate will make all enemies more vulnerable and less dangerous to your Invaders. Even if they have Defense Up, Cap (WW II) will remove it and place Offense Down to all of them. Then the rest of your Invader team will nuke them down easier. At the same time, enemies will do less damage to your team.

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Passive – First Super Soldier

WW II Cap Passive will apply 2 Deathproof to all Invader allies on Spawn. When a Bucky ally drops below 50% Max Health, he will apply +2 Deflect to that character. If any Invader ally dies, he will generate Ability Energy for all Invaders.

His Passive will provide Health to Invaders. +20% in all game modes; +additional 40% in Raids. So in Raids, they will have 60% more HP.

In Riads, if he is with the Invaders team, he will generate 4 Ability Energy for all adjacent teammates.

On Offense, if this character has four or more Invader allies, enemies cannot Summon or Clone.

Captain America (WW II) has a dominant role in the Invader team to provide Ability Energy to teammates and flip negative into positive effects. He is Controler, but with support feats.
His kit allows him to manipulate the Speed of opponents. To place Slow and Defense Down to them, but at least at first glance, support benefits look more crucial for Invaders.

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