|Gold||900/1100||220,000||Available in Store, Most Wanted Pack, Gold Booster Pack|
|Super Strength: Once per match, when Superman is at 40% HEALTH or less, he does 50% increased DAMAGE for 6 seconds.|
Superman Regime used to be one of the deadliest characters to fight against, due to his passive and his unblockable second special, Heat Vision. However, after an update, Heat Vision's damage is halved, which makes it almost entirely pointless: While unblockable, it would only do the equivalent damage of a normal blocked special. Thus, much of Superman's gameplay is based on his Flying Punches.
|Basic combo||Damage pattern (% of damage stat)||Total (including Combo Ender)|
|Light (Combo Ender)||2% - 2% - 2% - (3%)||9%|
|Heavy||4% - 4% - 4%||12%|
Regime Superman has two viable roles in a fight: tank and tag-in.
Let's start with the most obvious. Although it has since been overshadowed by greater cards, Superman's health stat is not to be coughed at. In addition, he packs a bit more of a punch than his goody-two-shoes counterpart. When choosing gear for Superman, remember that you want to capitalize on his high health and his useful Special 1. Some good choices are Darkseid's Omega Battleplate and Batman's Silicon Carbine Batsuit. While Supes' signature gear can be useful, it's best used on other incarnations.
A more surprising facet of Superman's gameplay is that he can actually be a decent tag-in character. This relies on his ability to chain his heavy combo to his Flying Punch, resulting in an unblockable special if performed correctly. Pair Superman with gear that gives his Special 1 utility. While there are many good gear choices for this play style, it's best to use character gear that corresponds to other s1-reliant cards, such as Joker and Harley Quinn. If geared up appropriately, Superman can stall quite effectively or make for some great setups.
Overall, Superman Regime might not make for a heavy hitter, but he's great for long fights. Make sure he's in the company of great cards, and be sure to use his Special 1 as often as you can. Don't rely on his percentage-based ability, just keep calm and remind your opponents exactly who's in charge.
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Superman. Having a card that "counters" Superman does not mean it is always a good choice.
Good With Edit
Good Against Edit
Countered By Edit
- Superman/Blackest Night: His immunity to unblockable attacks render Superman’s SP2 useless.
Here are Superman's abilities.
|Flying Punch||First Special||Superman throws out one of his most classic moves to utterly crush his opponent.||Quick tap|
|Heat Vision||Second Special||Red hot lasers shoot from Superman's eyes, scorching his enemies. UNBLOCKABLE.||Rapid tap|
|Kryptonian Smash||Super Move||Bang! Zoom! Superman's might is unrivaled as he devastates his opponent. UNBLOCKABLE.||Tap|
Support Cards and GearEdit
Here are Superman's support cards and gear.
|Lois Lane||Health||10% HEALTH BOOST.||9,000|
|Son of Krypton||Damage||10% DAMAGE BOOST.||12,000|
|Fortress of Solitude||Energy||10% ENERGY REGENERATION.||15,000|
|Kryptonian Suit (Kryptonian Battle Suit)||Gear||
X% Health Increase
[Superman] X% chance to reflect Special 2 when blocking
[EVOLVED] Heal for X% on Special 2
|25,000 - 1,000,000 (upgrading)|
|Glasses (Clark Kent's Glasses )||Gear||
||25,000 - 1,000, 000 (upgrading)|
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters.
|Elite X LV 60||49,754||123,552|