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Man of Steel Superman is one of the most classic powerhouses; back in his heyday, his popularity nearly rivals Batman/Arkham Origins. An unrelenting bruiser, his passive allowing you to use special attacks again and again inflicting massive damage, essentially making him an extremely luck-based version of Shazam but much easier to obtain. Strategy His 1200 base health makes him (along with Superman/Prime and General Zod/Man of Steel) one of the characters with highest base health that is always available. Among unlockable characters (Shazam is not unlockable), this is later surpassed by Solomon Grundy/Boss, who is followed by Killer Frost/Regime and Superman/Godfall, all at 1250 base health. And as of the 2.8 update, Superman/Dawn of Justice can be considered to be an upgrade to him. Previously, his passive even worked with his Super Move, which allows him to do absurd amounts of unblockable damage (that cannot miss unlike if you spam Roaring Strike too rapidly with Shazam); he is known to carry players much higher than any card at the same level as long as they persistently try their luck with his passive. For example, it was possible for him to use his Super Move five times in a row, with a probability of 0.81% (roughly 1 out of 123 times). Superman's gear is a good match for him, as it increases (and scales with) his high base health, and allows him to heal for very large amounts of health if his passive triggers repeatedly on his s2; including other Gears such as The Ibistick which gives him large boosts to power generation and special damage. On the other hand, his SP2 has a very slow starting animation and is easy to block, while his s1 can be unblockable by using it immediately after a heavy basic combo. Interactions 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 Wonder Woman/New 52 : Wonder Woman's passive gives Superman more power before he even tags in, allowing him to potentially activate his passive faster without having to build one bar of power through attacks. Wonder Woman also gives Superman an extra counter to Killer Frost/Prime as Frost's power dampening does not affect Wonder Woman's passive, though it will affect the speed at which it is generated. Batgirl/Prime : One bar of power to start with allows Superman to get his passive off quicker, providing another potential counter to Killer Frost/Prime or a quicker way to brutalize the opposition. Abilities Flying Blows: Using special attacks have a 30% chance of using NO POWER, allowing it to be used again instantly. Gold 800/1200 Promotion Cost 220,000 Available in store, Man of Steel Pack