Cap IW sig ability needed?
Sidd777
Member Posts: 186 ★
Does cap iw really need his sig ability to be good? I was reading his sig ability and was thinking that the only parts of it that I would find myself needing a lot would be the petrify and maybe the armor break. So does he really need to be awakened to be worth ranking up to something like r5 as a 5 star or r2 as a 6 star, or am I just missing something really important about his sig?
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Without it, he still bangs. He’s like...super. But with his awakened ability at 200 he’s like supercalifragilisticexpialidocious.
That’s honestly the best way I can describe it.
A guide to Captain America Infinity War
**Overview:**
If you're looking for damage or utility, Cap can give you the best of both worlds and make it look easy. He excels with a parry reliant playstyle, so he's actually very easy to use. All of the following will be based on an unawakened Cap, I'll come to his signature ability later on and explain why that can be so useful.
To begin with, all of his abilities are passive effects, so you never need to worry about nodes like buffet or nullify abilities. This applies to his kinetic charges and passive fury effects. Cap gains kinetic potential in 3 different ways primarily. When you parry an attack, you will have a 100% chance to gain one kinetic potential, regular blocks will have a 50% chance and being struck by the opponent gives you a 15% chance to gain one charge. These are capped at 5 stacks and are key to utilising Cap effectively. Kinetic potential provides the following benefits and are based on a Rank 5 Level 65 Captain America Infinity war:
\-1150.5 attack
\-700 Physical resistance
\-700 Energy resistance
\-The ability to nullify unstoppable buffs (not passives) when your attacks make contact. This has a 100% chance to trigger. Be aware that this does act as a nullify so it won’t work against champions that are immune to nullify. Thing would be a good example of this.
\-30% Chance for incoming attacks to glance. This applies to blocked hits as well and glancing hits will have -100% offensive ability accuracy. The chance to glance is doubled when facing mystic opponents.
After using a special attack, Cap will lose all of his kinetic potential charges. It’s worth mentioning that the energy resistance he gains can be quite useful against certain types of unavoidable damage such as coldsnap or limbo. Since they both deal direct energy damage this increased resistance will limit how much damage those abilities can do to you. To test this, start a fight with an awakened iceman and watch the damage for a few seconds without blocking or getting hit. Then parry or block some attacks and you should see a clear difference when you become kinetically charged.
**Playstyle:**
Cap is a fantastic character because he flawlessly combines the ability to tank incoming damage and deal a lot of damage in return. The best way to maximise your damage output is to use a parry heavy playstyle. By doing this, you gain 1 more kinetic potential each time you parry and you keep refreshing his passive fury effect which can provide a very significant increase to your base attack. When you parry with cap, you will always take 0 damage thanks to his high block proficiency. The only time this doesn’t apply is when the opponent has block penetration. It doesn’t matter how high their attack rating is, block penetration is the one to watch out for. A reduction in your block proficiency can impact this in a similar way, incinerate debuffs or certain nodes could cause this.
Whenever you use your heavy attack it will activate a passive fury effect for 5 seconds. The strength of this fury will depend on the number of kinetic potential charges active at the time. Each charge will increase your attack by 1150.5 at 5/65. You then receive another increase of 1150.5 because you are considered kinetically charged. This is a total increase of 6903 attack so you’ll be seeing some very impressive damage numbers. The focus then is to build up to SP2, activate your passive fury and then cancel that heavy attack into the special. If this attack is critical you could deal up to 90,000 damage in a single hit without suicide masteries. I’ll go into more detail about that below.
**Special Attacks:**
**SP1-** This attack gives cap a little bit more utility with some decent damage depending on how you use it. It applies 3 stacks of bleed (one for each hit) and reduces the opponent’s defensive ability accuracy by 100% for the duration of this attack, this only applies if you are kinetically charged. You can use this to prevent abilities from triggering, an example could be pushing Magik over a bar of power to prevent limbo from activating. To increase your bleed damage, simply build up your kinetic potential and cancel a heavy attack into it. You can allow the first hit to connect and then throw the special.
**SP2-** This is where the big damage comes from. As I mentioned before you can hit up to 90k damage with this attack by gaining 5 kinetic potential charges and using it with your passive fury effect active. On top of the increased attack from your fury and being kinetically charged, this attack also benefits from an additional 1150.5 attack per charge and an increased stun duration per charge too. So, your base attack when using this can be increased by up to 12,655.5
1150.5x5=5753.5
5753.5+6903=12,655.5
This number excludes the standard base attack listed below his total health.
**SP3-** This attack is also capable of doing some very impressive damage, it can be particularly useful against champions like Mr Sinister as it can’t be critical which in turn, means that he can’t heal from it and undo the damage. Cap gains 2301 attack for up to two different classes on his team when he is kinetically charged, this doesn’t include himself though. That means that he can increase his attack by up to 11,505 when using a SP3. You can expect close to or more than 50k damage in ideal circumstances for this attack.
2301x2=4602
4602+6903=11,505
**Signature ability:**
Cap gains a lot of valuable utility from this and benefits greatly from being at a high signature level. He gains different bonuses by having a variety of class types on his team, my personal favourites are cosmic, mystic and skill:
Mutant- X% chance to gain 1 Kinetic potential after using a special attack
Skill- X% chance to shrug off a debuff when it is gained by consuming one kinetic potential
Science-X% chance to place a weakness debuff on the opponent when using parry
Mystic-X% chance to gain one kinetic potential whenever a buff expires on the opponent or you nullify an unstoppable buff
Cosmic-X% chance to place an armour break debuff on the opponent when using parry
Tech-X% chance to place a petrify debuff on the when using parry, this reduces healing abilities by 25%
Signature level estimates for the value of X above. Level 50 and level 200 are both accurate values taken from in game examples.
\-Level 50 (52% chance)
\-Level 100 (65-70% chance)
\-Level 150(80-90% chance)
\-Level 200 (100% chance)
If you want to reverse healing with cap the trick is to combine despair with petrify and stack as many debuffs as possible. It would be beneficial to bring a science and cosmic along with a tech so that you get 3 debuffs each time you parry.
If u want a poisonous snake....awaken him.
If u want a pet snake.....fine unawakened.
Both of them bite pretty hard but poisonous snakes are more powerful and have more utility.
_Bruce
@MegaSkater67 has given an excellent breakdown. My main tip is not to sleep on the SP1 - if you chain it after a Heavy, you stay getting some pretty serious bleed damage; and the 100% AAR is useful in a load of situations.
Go for it!
1) unawakened
Very strong, nice damage, but less utility. The adventure begins
2) awakened at sig 1-150
Stronger, growing in power. Utility starts becoming more reliable.
3) max sig
Ultimate true potential super sayian (idk I dont watch DB), reliable utility, max sttength. Increased damage, pretty reliable immunity, works like a charm for a majority of fights.
So to conclude: he is usable without awakening and he does great job even unawakened. But if you compare that to the potential he has awakened and high sig, he looks like a toddler next to a wrestler
I know while kinetically charged he gains 1150.50 attack rating. and some of resistance.
My questions are:
1. Would his basic attack hit the same with 1 kinetic charge as opposed to 5.
2. Would he take less damage with 5 kinetic charge while taking blocked hits from contact hits? energy based hits? and what about energy based specials like Apocalypse sp1?
I'm asking these questions because I know his sp2 damage scales based off how many kinetic charges he's got.
if anybody knows please shed some light.
2. No, he doesn't get any greater defensive bonuses from five charges then he does from one. But his Physical and Energy resistance plus his Glancing ability can save him from a lot of hurt.