Iron Fist (WW II)

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Tier list

Hero, Global, Skill, Support, Invader

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

Iso-8

The Healer is a good (probably best) choice for Iron Fist (WW II) Iso-8. We can increase his healing capabilities, and until we have strong enough Invaders, he will probably need to be Healer.

Later, when we build them towards their maximum, we can think about switching his Iso-8 to another class. But it will be good to keep him as Healer because he cannot benefit much from other Iso-8 Classes. For now – Healer, for later – we will see (probably still Healer).

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T4 Priority

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – This is an essential upgrade. In Raids, Invaders will gain +40% Armor and start with Immunity (2 turns) if Iron Fist (WW II) has fully upgraded Passive. More Armor is always good, but Immunity will be crucial. We do not need debuffs when we are fighting in Raids.

Ultimate – On max level, Ultimate will do more damage to enemies and more healing to allies. It is worth having those benefits.

Infographics

iron fist (ww ii)

Theory Craft

He is a Support in the Invader team with high Health and Resistance. But like the rest of his team, he is not specialized just in supporting. He has some controlling abilities – Stun. Iron Fist (WW II) will keep his teammates in combat as long as needed and can even Resurrect fallen allies in case someone dies. His main strengths are even better in Raids. That is logical – we know that Invaders are a Skill Raid team.

Basic – Martial Arms

With a Basic attack, Iron Fist (WW II) will attack the primary target and Barier most injured non-summoned ally for 10% of his Max Health.
It is a solid support ability. Whenever Iron Fist (WW II) had to use Basic, he increased the durability of his teammates. We know he has a large chunk of HP, so Barrier should be big enough.

Iso-8/Counterattack/Assists –

Literally the same as a Basic attack. With less damage, but will apply Barrier.

Special – Inner Turmoil

Iron Fist (WW II) Special costs 3 Energy and can be used at the start of combat. He will attack primary and adjacent targets and extend all positive effects on himself and all Invader allies by +1. He will also Heal himself and all Invader allies for 20% of his Max Health.

In Raids, he clears Heal Block from himself and all Invader allies.

It is a damaging ability with a lot of support at the same time. We can see that Iron Fist (WW II) is not just an ordinary support character. He will heal and extend buffs, but at the same time, he will also produce a nice amount of damage to enemies.

Ultimate – Chi-Barrage

The energy cost for Ultimate is 5, and he can use it at the start. We are starting to see a trend in Invader’s Abilities. The Energy cost for Special and Ultimate abilities is the same for all (3 and 5), and they can use those Abilities at the start of combat.

With Ultimate, Iron Fist (WW II) will attack all enemies and apply Stun on the primary target. He will heal himself and all Invader allies for 30% of his Max Health. Also, his Focus will increase by +50% per Mystic enemy for this attack.

In Raids, this ability will have some extra things to provide. Iron Fist (WW II) applies Stun for one and Ability Block for two turns to the Mystic enemy with the Highest damage. Reviving the dead Invader ally (with 50% max HP) is possible only in the Raids. He will apply two Deathproves and Stealth (2 turns) to that ally.

Same as Special, Ultimate damage and even control enemies and heal allies. In Raids, it can Revive fallen allies and further increase the survivability of Invaders.

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Passive – Tranquility Through Violence

On Spawn, I.F.(WW II) will Barrier himself and all Invader allies for 15% of his Max Health. Whenever some of the Invaders have a turn Iron Fist (WW II) will heal the whole Invader team by 3% of his Max Health.

He will provide Armor for Invaders: +20%; +60% in Raids.

In Raids (if he is with the Invader team), he will apply Immunity for two turns to himself and all Invader allies. When he or any of the Invaders drop below 50% HP, Iron Fist (WW II) will fill the Speed Bar for that character by 15%.

He will passively heal the whole Invader team. The amount of healing will depend on his HP, and the frequency of Invader members playing.

He can keep up Invader’s health during those unpleasant Skill Raid nodes and help them survive everything Doom Raids have to throw on them. From what I can see, even if some team members take more damage, he will passively increase the Speed of those characters – help them to play faster – have more turns. And the more turns they have during a fight – the more healing they will receive.

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