Villain, Global, Skill, Controller, Mercenary, Underworld
|Arena||★ ★ ★ ★ ★|
|Alliance War Offense||★ ★ ★ ★ ★|
|Alliance War Defense||★ ★ ★ ★ ★|
|Blitz/Real-Time Arena||★ ★ ★ ★ ★|
|Raid||★ ★ ★ ★ ★|
|Dark Dimension||★ ★ ★ ★ ★|
|Cosmic Crucible||★ ★ ★ ★ ★|
Equip Taskmaster with either Striker or Raider ISO-8 class depending on his team composition.
With recent improvements, Taskmaster will place his debuffs and utilities almost always regardless of enemy Resistance and his Focus. Even though he will assist in every Underworld turn, giving him Skirmisher Class could not be justified.
In my Underworld team, Taskmaster will be equipped with the Raider Class.
P – Passive ability
U – Ultimate ability
B – Basic ability
S – Special ability
Passive – Always assists on Mercenary Villain or Underworld ally’s turns; Increased Block Chance; +10% Counterattack chance per Mercenary on Underworld member of the team (100% in total). Without Passive level 5, Taskmaster is drastically less powerful. He will not assist in every attack and his Counterattack chance will be only 50%. Spending T4 on his passive should be your first priority!
Ultimate – Increased Damage; Apply Blind and Heal Block to the primary target and 2 random targets; in WAR apply Blind and Heal Block to all targets. Taskmaster is META for WAR (both Offense and Defense) but only if his ultimate is on Level 7. Do not hesitate to improve his ultimate asap.
Basic – Increased Damage. Due to the new Taskmaster’s kit, he will assist on every Underworld or Mercenary ally turn. Improving the damage of his basic means improving the damage of every assist, therefore, the improvement of his basic is mandatory. Ignoring it would mean that his overall damage potential is severely reduced.
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