217 characters in DC Legends
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Call Assist from a teammate to a random enemy
- Call Assist 1T, Amount: 1,
Gain 3 Permanent Strength Ups and 3 Permanent Int Ups
- Strength Up ∞, Amount: 3,
- Intelligence Up ∞, Amount: 3,
At the start of his turn, copy one random active ability from a random teammate.
Gain 100% Turn Meter Up after using the copied ability.
- Turn Meter Up ∞, Amount: 100,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Copied Ability.
Copied ability.
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Apply Medium Overheal to all allies. Gain Invisibility (2T).
- Overheal ∞, Amount: 100,
- Invisibility 2T, Amount: 1,
Stun (1T) a random enemy.
- Stun 1T, Amount: 1,
Moomin revives once with 50% HP, permanent unpurgeable silence and Invisibility (1T)
- Revive 1T, Amount: 1,
- Silence ∞, Amount: 1,
- Invisibility 1T, Amount: 1,
75% chance to revive a second time.
- Revive 1T, Amount: 75, Chance: 75%
LEGENDARY ORDER
STATS
SKINS
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Moomin: Bug Fetishist Basic
Preview video: N/A
Moomin: Bug Fetishist Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to an enemy. Ignore Awareness if it’s Rabbit Season, or Ignore Shields if it’s Duck Season.
- Awareness ∞, Amount: ∞,
- Ignore Shield ∞, Amount: ∞,
Strike Twice.
- Double Attack 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
50% chance for Elmer Fudd to be in Rabbit Season. Gain 50% Turn Meter Up, True Sight (1T), 3 Crit Chance Ups (2T) and 5 Crit Damage Ups (2T). 50% chance for Elmer Fudd to be in Duck Season. Remove all Awareness and Evasion Up from the enemy team and apply Stun (1T) on all targets with Mystic Affinity.
- Turn Meter Up ∞, Amount: 50,
- True Sight 1T, Amount: 1,
- Crit Chance Up 2T, Amount: 3,
- Crit Damage Up 2T, Amount: 5,
- Stun 1T, Amount: 1,
- Purge Awareness ∞, Amount: ∞,
- Purge Evasion Up ∞, Amount: ∞,
Elmer Fudd gains 50% shield and 5 Stamina Ups (2T).
- Shield ∞, Amount: 50,
- Stamina Up 2T, Amount: 5,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to all enemies. Remove all buffs from primary target if it’s Rabbit Season, or call assist from all Allies on primary target if it’s Duck Season
- Purge Buff 1T, Amount: ∞,
- Call Assist 1T, Amount: 1,
If an enemy dies, use Hunting Time.
- Use Ability 1T, Amount: 1,
- Use Second Ability 1T, Amount: 1,
Elmer Fudd has permanent unpurgeable invisibility. At the start of his turn, gain 5 Strength Ups (2T) if it’s Rabbit Season, or apply 5 Evasion Down (2T) to all enemies if it’s Duck Season.
- Invisibility ∞, Amount: 1,
- Strength Up 2T, Amount: 5,
- Evasion Down 2T, Amount: 5,
Double all effects if Elmer is above 100% Health.
Elmer Fudd can’t miss. At the beginning of his turn, purge 5 debuffs from self and gain 30% True Heal.
- Can't Miss ∞, Amount: ∞,
- Purge Debuff ∞, Amount: 5,
- True Heal ∞, Amount: 30,
Also gain 1 Awareness at the start of his turn.
- Awareness ∞, Amount: 1,
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Elmer Fudd: The Hunter Basic
Preview video: N/A
Elmer Fudd: The Hunter Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Special Damage to an enemy. Purge 4 buffs from target and apply 4 Strength Down (1T).
- Purge Buff ∞, Amount: 4,
- Strength Down 1T, Amount: 4,
Gain 3 Mends (3T).
- Mends 3T, Amount: 3,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Call assist from all allies to primary target. Allies gain 3 Strength Up (1T) and 3 Int Up (1T) before the attack
- Call Assist 1T, Amount: 1,
- Strength Up 1T, Amount: 3,
- Intelligence Up 1T, Amount: 3,
Apply 45% True Overheal to all allies
- True Overheal ∞, Amount: 45,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Special Damage to all enemies. Convert All Strength Ups from the enemy team into 1 Stun (1T) and Buff Immunity (2T)
- Stun 1T, Amount: 1,
- Buff Immunity 2T, Amount: 1,
Also, before damage, remove all positive immunities and evasion ups from the enemy team and apply 7 Int Ups (2T) to all allies
- Intelligence Up 2T, Amount: 7,
- Purge Evasion Up ∞, Amount: ∞,
- Purge Immunity ∞, Amount: ∞,
At the start of Historic’s turn, gain 4 Int Ups (2T). If M4Y15 is on any team, gain True Sight (2T). Once per battle, at the start of a random turn from Historic, he gains Taunt (1T)
- Intelligence Up 2T, Amount: 4,
- True Sight 2T, Amount: 1,
- Taunt 1T, Amount: 1,
Use Diamond Pickaxe whenever Historic receives damage against the enemy. If attacker is DaBoy, reflect damage
- Retaliation 1T, Amount: 1,
- Use First Ability 1T, Amount: 1,
At the end of Historic’s turn, 75% chance to copy all his Int Ups to random allies. 100% chance to copy and double all Int Ups to Killer Frost
- Copy Buff 1T, Amount: ∞, Chance: 75%
Also apply Damage Immunity (2T) to Killer Frost
- Damage Immunity 2T, Amount: 1,
LEGENDARY ORDER
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SKINS
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Historic: Mining Slave Basic
Preview video: N/A
Historic: Mining Slave Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to an enemy. Gain 4 Stamina Ups (2T) and apply 2 Stamina Up (1T) to a random ally.
- Stamina Up 2T, Amount: 4,
- Stamina Up 1T, Amount: 2,
Gain 3 Mends (2T) and apply 2 Mends (1T)
- Mends 2T, Amount: 3,
- Mends 1T, Amount: 2,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Apply 40% Shield and 29% True Heal on all allies. SuperDude1billion gains Debuff Immunity (2T) and 6 Permanent Stamina Ups.
- Shield ∞, Amount: 40,
- True Heal ∞, Amount: 29,
- Debuff Immunity 2T, Amount: 1,
- Stamina Up ∞, Amount: 6,
Transfer 3 debuffs from each ally to the enemy team
- Transfer Debuff ∞, Amount: 3,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to an enemy. 10% extra damage per Stamina Up on SuperDude1billion
- Additional Damage ∞, Amount: 10,
Apply Stun (2T) to a random enemy.
- Stun 2T, Amount: 1,
At the end of each teammate´s turn, call SuperDude1billion assist. 50% chance to apply Doom (4T) to that teammate. 100% chance if teammate is Moomin.
- Call Assist 1T, Amount: 1,
- Doom 4T, Amount: 1, Chance: 50%
Reset 1% Gay cooldown if any ally has Doom at the end of his turn.
- Reduce Cooldown ∞, Amount: ∞,
SuperDude1billion is immune to healing. While SuperDude1billion is alive, all allies are immune to Enrage, Silence, Disease, and Bleeds.
- Heal Immunity ∞, Amount: 1,
- Enrage Immunity ∞, Amount: 1,
- Silence Immunity ∞, Amount: 1,
- Disease Immunity ∞, Amount: 1,
- Bleed Immunity ∞, Amount: 1,
Before an ally dies, purge all heal immunities on that ally.
- Purge Debuff 1T, Amount: ∞,
LEGENDARY ORDER
STATS
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SuperDude1Billion: The Taggable Basic
Preview video: N/A
SuperDude1Billion: The Taggable Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Special Damage to an enemy. If M4Y15 is enraged, apply 35% True Damage.
- True Damage ∞, Amount: 35,
+100% Crit Damage. If the enemy is from the 1500, strike twice.
- Additional Crit Damage ∞, Amount: 100,
- Double Attack 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Gain 5 Stamina Up (2T), 69% Shield and Crit Immunity (2T).
- Stamina Up 2T, Amount: 5,
- Shield ∞, Amount: 69,
- Crit Immunity 2T, Amount: 1,
Always remove all Evasion Up and Awareness from the enemy team.
- Purge Awareness ∞, Amount: ∞,
- Purge Evasion Up ∞, Amount: ∞,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Massive Special Damage to an enemy. Apply Heal Immunity (1T) and Stun (1T) an additional random enemy.
- Stun 1T, Amount: 1,
- Heal Immunity 1T, Amount: 1,
Use Orosu whenever an ally dies.
- Out of Turn Attack 1T, Amount: 1,
At the start of an enemy’s turn, M4Y15 gains Invisibility (0T) until the end of that enemy’s turn.
- Invisibility 0T, Amount: 1,
Also gain 3 Crit Chance Up (2T) and 2 Int Up (2T).
- Crit Chance Up 2T, Amount: 3,
- Intelligence Up 2T, Amount: 2,
M4Y15 can only be used with RB5 teammates. At the end of a teammate’s turn, if an enemy did not die, M4Y15 gains Enrage (1T) and 60% Turn Meter Up.
- Enrage 1T, Amount: 1,
- Turn Meter Up ∞, Amount: 60,
Also gain 4 Int Up (1T) and 4 Crit Chance Up (1T)
- Intelligence Up 1T, Amount: 4,
- Crit Chance Up 1T, Amount: 4,
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M4Y15: The Sensei Basic
Preview video: N/A
M4Y15: The Sensei Legendary
Preview video: N/A
M4Y15: The Sensei Skin
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Special Damage to a single enemy and apply True Overheal on a random ally.
- True Overheal ∞, Amount: 25,
50% chance to cast BREAK IT ALL
- Out of Turn Attack 1T, Amount: 1, Chance: 50%
- Use Third Ability 1T, Amount: 1, Chance: 50%
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Special Damage to all enemies and purge all debuffs from all allies. Also, 75% chance to apply 30% Turn Meter Up an all allies.
- Purge Debuff ∞, Amount: ∞,
- Turn Meter Up ∞, Amount: 30, Chance: 75%
50% Chance to gain 2 Permanent Intelligence Ups
- Intelligence Up ∞, Amount: 2, Chance: 50%
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Special Damage and apply Buff Immunity (2T) on all Enemies. Also apply Stun Immunity (1T) on all allies.
- Buff Immunity 2T, Amount: 1,
- Stun Immunity 1T, Amount: 1,
Overheals to a random ally and 50% Chance to apply Heavy Special Damage to a random enemy.
- Overheal ∞, Amount: 100,
- Additional Damage ∞, Amount: 150, Chance: 50%
Cast Disorientation at the end of her turn.
- Use First Ability 1T, Amount: 1,
- Out of Turn Attack 1T, Amount: 1,
Gain Debuff Immunity (2T) at the start of the battle.
- Start of Battle 2T, Amount: 1,
- Debuff Immunity 2T, Amount: 1,
Apply 50% Turn Meter Up on a random ally and 50% Turn Meter Down on a random enemy at the end of her turn.
- Turn Meter Up ∞, Amount: 50,
- Turn Meter Down ∞, Amount: 50,
50% chance to gain Death Immunity (1T)
- Death Immunity 1T, Amount: 1, Chance: 50%
LEGENDARY ORDER
STATS
SKINS
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Zatanna: Lord of Chaos Basic
Preview video: N/A
Zatanna: Lord of Chaos Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to a single enemy. +100% extra damage if the enemy is Enraged.
- Additional Damage ∞, Amount: 100,
Also, purge all Enrages on target after the attack.
- Purge Enrage ∞, Amount: ∞,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to a single enemy that ignore Shields and Awareness.
- Ignore Awareness ∞, Amount: ∞,
- Ignore Shield ∞, Amount: ∞,
Also, steal all Strength Ups from target
- Steal Strength Up ∞, Amount: ∞,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage and apply 7 Hit Chance Down (1T) to all enemies. Purge all Enrages from teammates and enemies.
- Hit Chance Down 1T, Amount: 7,
- Purge Enrage ∞, Amount: ∞,
- Purge Enrage ∞, Amount: ∞,
Gain Debuff Immunity (1T) and 100% Turn Meter Up.
- Debuff Immunity 1T, Amount: 1,
- Turn Meter Up ∞, Amount: 100,
When an Enraged enemy attacks on their turn, apply 30% Turn Meter Up on all allies.
- Turn Meter Up ∞, Amount: 30,
While Kiteman is alive all allies are immune to enrage.
- Enrage Immunity ∞, Amount: 1,
When an enemy attacks Kite Man on their turn and misses, use "Jet-Propelled Kite" on them.
- Retaliation 1T, Amount: 1,
- Use Second Ability 1T, Amount: 1,
Use "Hell Yeah" on them if the attacker is also Enraged.
- Retaliation 1T, Amount: 1,
- Use First Ability 1T, Amount: 1,
LEGENDARY ORDER
STATS
SKINS
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Kite Man: Chuck Brown Basic
Preview video: N/A
Kite Man: Chuck Brown Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Special Damage to an enemy. +5% damage per intelligence up on Firestorm (Max 50%).
- Additional Damage ∞, Amount: 50,
+5% crit chance per intelligence up on Firestorm (max 70%)
- Additional Crit Chance ∞, Amount: 70,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Gain 3 Permanent Intelligence up and apply 25% shield to all allies.
- Intelligence Up ∞, Amount: 3,
- Shield ∞, Amount: 25, Chance: 50%
50% chance to gain 2 extra permanent intelligence up and 20% Overheal on self.
- Intelligence Up ∞, Amount: 2, Chance: 50%
- Overheal ∞, Amount: 20, Chance: 50%
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Purge 10 buffs from Firestorm and deal Heavy Special Damage to all enemies. +10 special damage per buff purged.
- Purge Buff ∞, Amount: 10,
- Additional Damage ∞, Amount: 100,
Cooldown -1 and gain 3 permanent intelligence ups after buffs purged.
- Reduce Cooldown ∞, Amount: 1,
- Intelligence Up ∞, Amount: 3,
Gain 20% shield at the beginning of his turn.
- Shield ∞, Amount: 20,
Gain 3 Crit Chance Ups (2T) if an enemy gains any positive immunity
- Crit Chance Up 2T, Amount: 3,
65% chance to gain 1 permanent intelligence up if an ally is buffed.
- Intelligence Up ∞, Amount: 1, Chance: 65%
Also gain 1 Permanent crit chance up.
- Crit Chance Up ∞, Amount: 1, Chance: 65%
LEGENDARY ORDER
STATS
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Firestorm: The Nuclear Man Basic
Preview video: N/A
Firestorm: The Nuclear Man Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to a single target. Gain 6 crit chance ups (2T).
- Crit Chance Up 2T, Amount: 6,
If Batman Who Laughs has Crit Chance Up, apply 30% Turn Meter Down.
- Turn Meter Down ∞, Amount: 30,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to all enemies. 120% additional damage if an enemy has Crit Chance Up. Apply 3 Crit Chance Down (2T) to each target
- Crit Chance Down nullT, Amount: 3,
- Additional Damage ∞, Amount: 120,
Gain 3 Crit Damage Ups (2T) if Batman Who Laughs has Crit Chance Up.
- Crit Damage Up 2T, Amount: 3,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to a single target. If the enemy has speed ups. Purge them (Max 3).
- Purge Speed Up ∞, Amount: 3,
50% chance to gain a medium overheal. Gain 2 Crit Chance Up (2T) and 2 Crit Damage Up (2T)
- Overheal ∞, Amount: 100, Chance: 50%
- Crit Chance Up 2T, Amount: 2,
- Crit Damage Up 2T, Amount: 2,
Every time Batman Who Laughs is attacked he has a 75% chance to apply 25% turn meter down on the enemy team.
- Turn Meter Down ∞, Amount: 25, Chance: 75%
When an enemy dies, Batman Who Laughs uses the Bat-Smile on another target.
- Out of Turn Attack 1T, Amount: 1,
- Use First Ability 1T, Amount: 1,
75% chance to apply enrage (2t) on a random enemy at the end of his turn.
- Enrage 2T, Amount: 1, Chance: 75%
If Enrage is in effect, apply 4 agility downs (2t).
- Agility Down 2T, Amount: 4, Chance: 75%
LEGENDARY ORDER
STATS
SKINS
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Batman Who Laughs: Twisted Dark Knight Basic
Preview video: N/A
Batman Who Laughs: Twisted Dark Knight Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to a single enemy and gain 3 Strength Ups (2T), apply 20% additional damage if Azrael has True Sight.
- Strength Up 2T, Amount: 3,
- Additional Damage ∞, Amount: 20,
Purge 3 Buffs on target.
- Purge Buff ∞, Amount: 3,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Gain 4 Strength Ups (2T) and 30% Shield. Apply Debuff Immunity (1T) and 15% Turn Meter Up if Azrael has True Sight.
- Strength Up 2T, Amount: 4,
- Shield ∞, Amount: 30,
- Debuff Immunity 1T, Amount: 1,
- Turn Meter Up ∞, Amount: 15,
50% Chance to use Vengeance Blades on a random enemy, 100% chance if Azrael has True Sight.
- Out of Turn Attack 1T, Amount: 1,
- Use First Ability 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage to an enemy, ignore shields if Azrael has True Sight.
- Ignore Shield ∞, Amount: ∞,
Apply 50% Turn Meter Down on target.
- Turn Meter Down ∞, Amount: 50,
75% Chance to use Holy of Holies when an ally receives damage.
- Retaliation 1T, Amount: 1, Chance: 75%
- Use Second Ability 1T, Amount: 1, Chance: 75%
Azrael gains a Light Overheal.
- Overheal ∞, Amount: 50,
Each time Azrael gains one or more buffs on his turn 75% Chance to gain True Sight (1T).
- True Sight 1T, Amount: 1, Chance: 75%
Azrael starts the combat with True Sight (2T).
- True Sight 2T, Amount: 1,
- Start of Battle 1T, Amount: 1,
LEGENDARY ORDER
STATS
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Azrael: The Avenging Angel Basic
Preview video: N/A
Azrael: The Avenging Angel Legendary
Preview video: N/A
Azrael: The Avenging Angel Skin
Azrael - Black Lantern Skin
Released: 10/2020
Raids top 500 reward.
Preview video: N/A
Azrael: The Avenging Angel Skin
Azrael - Year One skin
Release: 09/2022
Raids top 500 reward.
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to an enemy. Bonus Damage if enemy has no buffs.
- Additional Damage ∞, Amount: 100,
Call Assist if enemy has no buffs.
- Call Assist 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Gain 4 Evasion Ups. Always Purge 5 Buffs from an enemy and reduce Turn Meter by 25%.
- Evasion Up 2T, Amount: 4,
- Purge Buff ∞, Amount: 5,
- Turn Meter Down ∞, Amount: 25,
Gain Invisibility. Purge 5 Awareness and +5 buffs if Batgirl has Evasion Up.
- Invisibility 2T, Amount: 1,
- Purge Awareness ∞, Amount: 5,
- Purge Buff ∞, Amount: 5,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to an enemy. +70% Damage if Evasion Up on Batgirl. If no Evasion Ups, gain 3 Evasion Ups.
- Additional Damage ∞, Amount: 70,
- Evasion Up 2T, Amount: 3,
Apply 5 Hit Chance Down.
- Hit Chance Down 2T, Amount: 5,
If enemies miss an attack, apply Light Damage and Purge 3 Buffs.
- Purge Buff ∞, Amount: 3,
Counter-attack Can't Miss. Gain 1 Crit Chance Up.
- Can't Miss ∞, Amount: ∞,
- Crit Chance Up 2T, Amount: 1,
When any ally evades, all allies gain Heal and Crit Immunity.
- Heal ∞, Amount: 100,
- Crit Immunity 2T, Amount: 1,
Team starts battle with 3 Evasion Up.
- Evasion Up 2T, Amount: 3,
- Start of Battle 1T, Amount: 1,
LEGENDARY ORDER
STATS
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Batgirl: #BatgirlOfBurnside Basic
Preview video: N/A
Batgirl: #BatgirlOfBurnside Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to an enemy. Purge 2 Buffs from target.
- Purge Buff ∞, Amount: 2,
Purge 2-3 extra Buffs.
- Purge Buff ∞, Amount: 3,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Apply 2 Affinity Power Ups and True Sight to all allies. 50% chance to apply 40% Turn Meter Up to each ally.
- Affinity Power Up 2T, Amount: 2,
- Turn Meter Up 1T, Amount: 40, Chance: 50%
- True Sight 1T, Amount: 1,
Lowers the Cooldown of all moves by 1 for all allies.
- Reduce Cooldown 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Purge 10 Debuffs and Heavy Overheal to an ally.
- Purge Debuff ∞, Amount: 10,
- Overheal 1T, Amount: 200,
Also apply 100% Turn Meter Up if used on a teammate.
- Turn Meter Up ∞, Amount: 100,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage and Purge 3-4 Buffs from each enemy.
- Purge Buff ∞, Amount: 4,
Purge all Buffs from each Invisible enemy.
- Purge Buff ∞, Amount: ∞,
All allies have a 50% chance to Purge 1 Buff and gain 2 Affinity Power Ups (2T) if damaging an enemy.
- Purge Buff ∞, Amount: 1, Chance: 50%
- Affinity Power Up 2T, Amount: 2,
If Precision Strikes hits, 50% chance for ally to also gain Awareness.
- Awareness ∞, Amount: 1, Chance: 50%
LEGENDARY ORDER
STATS
SKINS
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Batman: World's Greatest Detective Basic
Preview video: N/A
Batman: World's Greatest Detective Legendary
Preview video: N/A
Batman: World's Greatest Detective Skin
Batman World’s Greatest Detective - Zuhr-En-Arrh skin
Release: 05/2021
Raids top 500 reward.
Batman: World's Greatest Detective Skin
Batman - Injustice 2 Electrum skin
Release: 04/2023
Raids top 500 reward.
DC Legends & Injustice Mobile collab skin.
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to an enemy. Apply 50% additional damage if Cassandra is Invisible.
- Additional Damage ∞, Amount: 50,
Apply Buff Immunity (1T) on target.
- Buff Immunity 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Light Damage to an enemy and apply Heal Immunity on target (1T). Gain 5 Evasion Ups (1T) and Invisibility (1T).
- Heal Immunity 1T, Amount: 1,
- Evasion Up 1T, Amount: 5,
- Invisibility 1T, Amount: 1,
Purge 3 Buffs on target.
- Purge Buff 1T, Amount: 3,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to all enemies. Apply 5 Bleeds on targets if Cassandra is Invisible.
- Bleed 3T, Amount: 5,
Apply 20% Turn Meter Down on two random targets.
- Turn Meter Down 1T, Amount: 20,
If Cassandra is invisible at the start of every turn, gain 25% Heal and 5 Evasion Ups (2T).
- Heal 1T, Amount: 25,
- Evasion Up 2T, Amount: 5,
Purge 3 Debuffs on Cassandra.
- Purge Debuff 1T, Amount: 3,
If Cassandra evades an attack, use Death Wish on the enemy attacker.
- Retaliation 1T, Amount: 1,
- Use First Ability 1T, Amount: 1,
Start the battle with Invisibility (2T).
- Invisibility 2T, Amount: 1,
- Start of Battle 2T, Amount: 1,
LEGENDARY ORDER
STATS
SKINS
Learn more about skins!
Click the skin portrait for it's info, history, and a showcase video.
Cassandra Cain: The One Who is All Basic
Preview video: N/A
Cassandra Cain: The One Who is All Legendary
Preview video: N/A
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to an enemy, 10% increased damage per Intelligence Down on target.
- Additional Damage 1T, Amount: 10,
50% Chance to strike twice.
- Double Attack 1T, Amount: 1, Chance: 50%
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Gain Taunt (3T) and 5 Evasion Ups (2T), 50% chance to Enrage (1T) all enemies.
- Taunt 3T, Amount: 1,
- Evasion Up 2T, Amount: 5,
- Enrage 1T, Amount: 1, Chance: 50%
Harley Quinn triggers Come Get it at the beginning of battle and gains 1 Evasion Up (2T). Come Get It gains 2 turn initial cooldown.
- Out of Turn Attack 1T, Amount: 1,
- Evasion Up 2T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage and apply 3 Intelligence Downs (2T) to all enemies.
- Intelligence Down 2T, Amount: 3,
50% chance to +100% damage.
- Additional Damage 1T, Amount: 100, Chance: 50%
Gain 35% Turn Meter and Evasion Up and apply 2 Intelligence Downs (2T) to an enemy if Harley evades.
- Turn Meter Up ∞, Amount: 35,
- Evasion Up 1T, Amount: 1,
- Intelligence Down 2T, Amount: 2,
Use Ya Big Dummy! on the enemy if evading.
- Retaliation 1T, Amount: 1,
80% Chance to gain 2 Evasion Ups (2T) if an enemy has Taunt at the end of her turn.
- Evasion Up 2T, Amount: 2, Chance: 80%
50% Chance to apply Stun on the target.
- Stun 2T, Amount: 1, Chance: 50%
LEGENDARY ORDER
STATS
SKINS
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Click the skin portrait for it's info, history, and a showcase video.
Harley Quinn: Mad Jester Basic
Preview video: N/A
Harley Quinn: Mad Jester Legendary
Preview video: N/A
Harley Quinn: Mad Jester Skin
Harley Quinn: The Mad Jester - The New 52 skin
Release: 09/2020
Store sale skin.
Harley Quinn: Mad Jester Skin
Harley Quinn: The Mad Jester - Bombshells skin
Release: 09/2022
Store sale skin.
ABILITIES
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Damage to a single enemy. Consume each Stamina Up on himself (Max. 10) to add 15% extra damage.
- Additional Damage ∞, Amount: 150,
- Purge Stamina Up 1T, Amount: 10,
Always purge 1 positive Immunity Buff from target.
- Purge Immunity 1T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Heavy Damage on all enemies. Gain 5 Strength Ups (2T). Suffers 10% True Damage (Always).
- Strength Up 2T, Amount: 5,
- True Damage ∞, Amount: 10,
Double the amount of Strength Ups gained and also gain Taunt (2T).
- Strength Up 2T, Amount: 5,
- Taunt 2T, Amount: 1,
CD:
Ability Cooldown. How many turns will pass before the ability is available to use again.
Gain 10 Stamina Ups (2T), 1 Taunt (1T) and Death Immunity (1T). Suffers 15% True Damage (Always).
- Stamina Up 2T, Amount: 10,
- Taunt 1T, Amount: 1,
- Death Immunity 1T, Amount: 1,
- True Damage ∞, Amount: 15,
Also, if all teammates are dead, gain 50% True Overheal.
- True Overheal ∞, Amount: 50,
At the beginning of his turn, 60% chance to purge all Debuffs from himself and to use "Devastating Fist" on a random enemy.
- Purge Debuff ∞, Amount: ∞, Chance: 60%
- Out of Turn Attack 1T, Amount: 1, Chance: 60%
- Use First Ability 1T, Amount: 1, Chance: 60%
Also, use the attack again on a another random enemy if Superman Doomed is Taunting.
- Double Attack 1T, Amount: 1,
At the end of his turn, gain 25% True Heal.
- True Heal ∞, Amount: 25,
Also, 50% chance to use "Desperate Surge" without suffering damage.
- Use Ability 1T, Amount: 50, Chance: 50%
- Use Third Ability 1T, Amount: 1, Chance: 50%
LEGENDARY ORDER
STATS
SKINS
Learn more about skins!
Click the skin portrait for it's info, history, and a showcase video.
Superman Doomed: Cursed Man of Steel Basic
Preview video: N/A
Superman Doomed: Cursed Man of Steel Legendary
Preview video: N/A