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The Tantu Totem is a piece of Legendary (5-Star) Gear, evolved from the Epic (4-Star) gear, Totem. The unevolved version can be obtained by ranking in the top 5% of certain Online Battle seasons, or as a possible reward in the Worst Heroes Ever Bundle, The Dawn of Justice Triple Pack, Nth Metal Pro Packs, or Nth Metal Ultimate Packs.


An extraordinarily strong gear for Special Attacks, Tantu Totem is often regarded as the most wanted and powerful piece of gear in the game.

It was announced in the 2.18 update but wasn't officially released until 2.19.

Effects

  • 20% - 30% CRIT chance on Specials
  • Get 15% - 35% of maximum Power on Tag-In
  • Restore 50% - 100% Power for SP, if enemy was KO'd with it
  • [EVOLVED] Get 50% - 100% Power back for SP if enemy took no damage

Mechanics

Power on tag-in

Every time its user tags in, it will give power equal to % of the user's maximum power (3 bars, even if SP2 and Supermove haven't been unlocked yet). If Aquaman/Prime tags in after summoning his Atlantean Soldiers, or Batgirl/Arkham Knight tags in on rescues, or any character is forced to tag in by Sinestro/Antimatter's passive or when the teammate is KO'd, Tantu Totem will still give power in these cases. If characters (usually come out to) assist their teammates (Flashpoint's assists, Harley Quinn/Arkham Knight's surprise attack, Black Adam/New 52's lightning damage assist, The Joker/Unhinged Suicide Squad or The Joker/Suicide Squad come to assist Harley Quinn/Suicide Squad on her SP2), Tantu Totem will not consider them as tag-in and will not give any power.

Max power is still capped at 3 bars; if the sum of given and existed power is bigger than 3 bars, the surplus power will be wasted. However, when Superman/New 52 is reaching 3 bars of power, Totem's granted power will still fully count toward his passive.

Restore power

When its user's special attack knocks out an enemy (even Aquaman/Prime's Atlantean Soldier or The Joker Unhinged/Suicide Squad's controlled character) or deal no damage, Tantu Totem will refund power back to its user. If a Super Move knocks out an enemy, power will NOT be refunded. If a special attack knocks out multiple opponents, power will be refunded only once. Tantu Totem will refund power before the next enemy tags in, therefore, that refunded power can be drained by Nightwing/Batman Ninja's passive or stolen by Raven/Rebirth. Restored power will count toward Superman/New 52's passive.

Deathstroke/Flashpoint's assists on specials will trigger refund on KO. Raven/Teen Titans, however, cannot trigger the refund effect if the damage from her passive KO the enemy, despite the fact that it comes from her own specials. If Harley Quinn/Suicide Squad summons Joker on her SP2 and KO an enemy, power will be refunded to Harley Quinn if she has this gear equipped, although damage dealt is counted for Joker.

There are some situations where a special will do no damage and the Tantu Totem will refund power:

  • Negated by Invulnerability, Blink, or dodge effects (e.g. Astro-Harness, Superman/Injustice 2's passive, Mother Box, Batman/Dawn of Justice's passive, etc.).
    • Characters with inherent (passive or special based) Area Effect damage will damage secondary targets at the normal damage even if the main target is invulnerable (but not if the main target dodged); if this happens for the whole special, the power is refunded despite doing Area Effect damage.
    • Damage over time effects are converted to yellow damage during a special's animation, and will continue to run while an opponent is dodging the special; power is still refunded.
  • Harley Quinn's team buffs (damage boost, heal, plus power gain for Harley Quinn/Suicide Squad) on Bag-o-Tricks. However, if Harley Quinn/Suicide Squad calls in the Joker to shoot the opponent, it is considered to have dealt damage.
  • Aquaman/Prime's SP2, Atlantean Hero.
  • Missing a Special (if you are using a short special too quick after a knockdown blow, or while the opponent is tagging, or a melee special at range). A special that misses may still apply gear DOT without denying the refund. Aquaman can do this with his Trident Toss, which inherently causes bleeding, but is fast enough that it can miss entirely, cause bleeding but still have its power refunded.
  • Using a special at the same time as the opponent uses a Super Move.
  • Having the whole special completely reflected by gear (a rare occurrence unless it is a one-hit special), e.g. LexCorp Chest Armor V2.
  • The opponent has stacked enough damage reduction against special attacks to nullify 100% of the special's damage. Special damage Reflect such as from Aquaman/Flashpoint, Scorpion/Klassic and Scarecrow's Ventilator Mask is a distinct effect, but also stacks additively with damage reduction.
  • If The Flash/Metahuman uses a special during his Superspeed combos, the special may be cancelled (not performed at all, will consume power normally without the Totem).
  • If Black Adam/Prime uses an SP1 immediately followed by an SP2, the latter may be cancelled.
  • Deathstroke/Insurgency uses Full Auto in rapid succession, it has a chance to be cancelled (not possible without the Totem as it requires 2 immediate uses of his SP2).
  • The enemy is already at 1 health and the special cannot KO for a few reasons:
  • Self-damage (e.g. Hal Jordan/Red Lantern's special costs, damage being reflected by the opponent), gear DOT on special (The Ibistick, etc.), or Zatanna's extra hits on Hermit and Death cards are not considered damage done by the special itself for this purpose.
  • Raven/Prime takes no damage from attacks for a brief moment upon triggering her passive. If DoT triggers her passive and a special with very short damage period (e.g. one-hit specials, or 2-hit Explosive Batarang from some Batman characters) hits her, their damage can be totally negated and the Totem will refund power.
  • Enchantress Companion Card EVOLVED's skulls, even if they damage the opponent as the same time as a special, do not prevent power refund as long as the the special itself deals no damage.

This gear will not return power if:

  • All the damage from a special is healed back by the Reverse Flash's passive. This includes when Reverse Flash is already at 1 health when the special is used against him - unlike KO immunity, even though it works very similarly, the special will still be considered to have done damage even though it cannot remove his 1 health, and will not refund power.
  • The special is denied by Green Arrow/Rebirth's blue tag-out arrow or Shazam/New 52's Lightning Defense.
  • Shazam/Prime's Lightning Fury is active (both no damage and KO will not refund; tag in still gives him power).
  • The Master's Death Cart on the same user is dealing damage on tag in during the special's animation, even if the special itself does no damage.
  • Batgirl/Arkham Knight's special is canceled due to using it too quickly after tagging in via passive (will still consume power).
  • Raven/Teen Titans's passive KO'es an opponent after a special.

It does not refund Hal Jordan/Red Lantern's health costs on special use, only power costs. Additionally, despite using either his SP1 or SP2 will remove all power he has, only 1 bar or 2 bars respectively will be refunded, not the entire cost.

If triggered by a Dark special, Dark Power is not refunded, only the regular power used will be refunded.

Knocking a character out with basic attacks, Batgirl/Arkham Knight's tag in rescue, or The Master's Death Cart's tag in damage can return 1 bar of power if the following conditions are met:

  • The opponent must be the first opponent knocked out by the character using this gear.
  • The user of this gear may not use any specials before knocking out the opponent.

If both of these conditions are met, then after knocking out the opponent, it would act as if you triggered the power return on a special 1 (0.5-1 bar of power granted depending on gear level).

If The Master's Death Cart's tag in damage KO'es an opponent during the first special used, it can refund and will prevent the special itself from refunding again even if it does a second KO.

Strategy

The Tantu Totem can be somewhat considered an upgrade to Ra's al Ghul's Scimitar as its tag-in power (when maxed) is equivalent to one bar of power. Unlike the Scimitar, it can bypass the Max 2 bars limit (since it grants power on tag-in instead of at start of the match), allowing the user to potentially use a Super Move. As such, it can be given to Batman/Arkham Origins who is usually stuck at 2 bars of power, making him dangerous especially when geared with the Militarized Batmobile. The Totem also works wonders for Arkham Origins Batman's SP2, as he can potentially spam SP2s to obliterate the enemy. On the other hand, it works poorly with Raven/Rebirth as she needs as little power as possible to take advantage of her passive.

The Totem's astonishing power lies within its ability to refund power when a Special Attack KOs or does no damage, allowing the user to use that Special Attack again. Power can only be restored once per special use, even if that single special deals multiple KO blows. As such, it can be used with characters such as Ares/Prime who has a powerful, unblockable SP2, resulting in a maelstrom of God Smacks. It fits him particularly well because God Smack only has a single high hit - it usually either KO the opponent or is completely negated by invulnerability, special-immunity, etc. (while, say, Killer Frost/Prime's unblockable SP2 has a lot of hits, thus it is possible for the invulnerability to negate most of it but not all, preventing power regain) and allowing him to use it again.

It is a great counter against characters and gears that can evade or nullify specials, including Superman/Injustice 2, Batman/Dawn of Justice, Wally West/Rebirth, Mother Box and Riddler's Staff, as this gear will restore power back when their effects trigger, allowing user to use the special again and again until it hits. Reverse Flash isn't affected by this as he's already received SP damage in the first place.

It is also a great counter against power dampening effects, such as Killer Frost/Prime and Solomon Grundy/Earth 2's passives, as neither of its last three effects are affected by the power dampening. Although the power dampening may be an issue for using specials for the last two effects, the power gain on tag-in can effectively neutralize it. Just a few tag-ins of the user can give them significant amount power, which is even easier if paired with Hawkgirl/Prime.

Notable users:

  • Harley Quinn can heal her team to full in seconds, and Harley Quinn/Suicide Squad can potentially give her whole team 3 full bars of power, making Harley Quinn the most dangerous user of this gear.
  • Wonder Woman/New 52 will receive power on tag-in and can share that to her Justice League teammates with her specials, essentially doubling the effectiveness. When her specials deal no damage due to Invulnerability, or when she use her SP1 when her opponent is recovering after being knocked down by her heavy combo, she can give power to her Justice League teammates for FREE as the Totem will refund her power back. She can exploit the latter case unlimited times.
  • It also has a strong synergy on Aquaman/Prime. Upon reaching 2 bars of power, Aquaman can activate his SP2 and summon the Atlantean Hero, and when the Atlantean Hero is KO'd, Aquaman automatically tags in and gains 3 full bars of power, due to the power refund given by the Totem for dealing no damage and the power bar that is given upon Tag-In. As such, Aquaman could potentially summon infinite soldiers to do his bidding, resulting in a really long match against him. This is best aided with DOT gears such as The Ibistick.
  • The Joker/Unhinged Suicide Squad also has good synergy with the Tantu Totem, preferably if teamed with other Suicide Squad members. Upon knocking out a character with a Special, the Joker will regain power and tag in the insane enemy. Then, after that controlled enemy is knocked out, the Joker Unhinged can tag in back again and regain yet another bar of power, ready to unleash another Special and repeat the cycle.
  • Batman/Batman Ninja's specials are guaranteed to crit when his is fully crit augmented and equipped with Tantu Totem, noticeably his powerful SP2, especially when boosted by Cloak of Destiny. Batman Ninja Helmet is commonly used on him and therefore, benefiting from Totem's power.
  • Batman/Arkham Knight and Batman/Arkham Origins can start with Super Moves ready thanks to this gear. Or they can knock out the enemies with their powerful SP2 immediately, gaining 2 more bars of power, maximizing the usage of their starting power.
  • Superman/Man of Steel can also benefit from this gear as it stacks with his own passive, resulting in a large power gain (e.g. if his SP2 is used but there is no power depleted because his passive activates and the special knocks out the opponent or deals no damage then Superman will receive back another 2 bars of power even though the special didn't use any power).
  • Other strong special users, such as Deathstroke/Flashpoint, Ares/Prime, Bane/Luchador and Lord Joker/Batman Ninja.

Fusing

Level Credits RedShard BlueShard GreenShard
+1 1,000 4 4 4
+2 2,000 6 6 6
+3 3,000 8 8 8
+4 4,000 10 10 10
+5 5,000 12 12 12
+6 6,000 14 14 14
+7 7,000 16 16 16
+8 8,000 18 18 18
+9 9,000 20 20 20
+10 10,000 24 24 24
Evolving and Subtotal
Credits RedShard BlueShard GreenShard PurpleShard
60,000 15 15 15 5
115,000 147 147 147 5
Level Credits RedShard BlueShard GreenShard
+1 5,000 4 4 4
+2 10,000 6 6 6
+3 15,000 8 8 8
+4 20,000 12 12 12
+5 25,000 20 20 20
+6 30,000 28 28 28
+7 35,000 36 36 36
+8 40,000 48 48 48
+9 45,000 60 60 60
+10 50,000 72 72 72
Total
Credits RedShard BlueShard GreenShard PurpleShard
390,000 441 441 441 5

Shattering

Evolution RedShard BlueShard GreenShard PurpleShard Bonus

Shards

RedShard BlueShard GreenShard
Unevolved 20 20 20 1 --> ? ? ?
Evolved 24 24 24 1 --> ? ? ?
Maxed 24 24 24 1 --> 36-71 36-70 36-70

Ignoring the power credit cost and assuming minimum output (24 red, 24 blue, 24 green), evolving it breaks even after 7 gear pieces shattered.

Ignoring the power credit cost and assuming minimum output (60 red, 60 blue, 60 green), maxing it breaks even after 5 gear pieces shattered (over the base evolved form).


Trivia

  • There is a bug with this gear that may cause the match to be in a state just like with Deathstroke/Flashpoint, the cause is unknown.
  • Before the 3.0 update it was possible to use a special with this gear equipped against characters that can regain health after reaching 0 health either by passive or gear can grant you power back if the following conditions are met:
    • The opponent must be at less than or equal to the amount of health that they will resurrect to after reaching 0 health.
    • The special used against the opponent must be a 1 hit special.
    • The special must cause the resurrection by taking the opponent down to 0 health.
      • If all of these conditions are met, then after using the special you will be returned the power used for the special.
      • This happens because the gear does not recognize resurrection. Therefore, causing one will result in a power return because the opponent did not lose any health, or may have ended up with more health than they did when the special was used.


Gear (evolved)
4→5 star

5-U-93-R Pill (Overpowered 5-U-93-R) Alien Artifact (Mother Box) Ancient Katana (Soultaker Sword) Astro Force (Astro-Harness) Black Diamond (Heart of Darkness) Black Power Battery (Nekron's Scythe) Cloak (Cloak of Destiny) Gingo Fruit (Gingold Soda) Gloves of Azrael (Gauntlets of Azrael) Mysterious Artifact (The Ibistick) Nightwing's Ninjato (Brandished Ninjato) Ra's Al Ghul's Dagger (Ra's Al Ghul's Scimitar) Riddler's Cane (Riddler's Staff) Scarecrow's Mask (Scarecrow's Ventilator Mask) Sengoku Helmet (Batman Ninja Helmet) The Batmobile (Militarized Batmobile) The Master's Arms (The Master's Death Cart) Time Capsule (Quake Engine) Totem (Tantu Totem) War Gauntlet (Claw of Horus)
Fourth World Set
Fourth World Chest Plate (Fourth World Godly Chest Plate) Fourth World Helmet (Fourth World Godly Helmet) Fourth World Mace (Fourth World Godly Mace)
League of Assassins Set
League of Assassins Initiate Blade (League of Assassins Adept Blade) League of Assassins Hood (League of Assassins Adept Hood) League of Assassins Throwing Knives (League of Assassins Adept Knives)
LexCorp Set
LexCorp Chest Armour V1 (LexCorp Chest Armor V2) LexCorp Gauntlets V1 (LexCorp Gauntlets V2) LexCorp Helmet V1 (LexCorp Helmet V2)
Companion Cards
Diablo Companion Card (Diablo Companion Card EVOLVED) Enchantress Companion Card (Enchantress Companion Card EVOLVED) Killer Croc Companion Card (Killer Croc Companion Card EVOLVED)

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