How do you use Cap IW hes my first 6 star

NeefneffNeefneff Member Posts: 7


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  • NeefneffNeefneff Member Posts: 7
    How do I use Cap Iw hes my first 6*
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  • Thicco_ModeThicco_Mode Member Posts: 8,852 ★★★★★
    Try to get to five charges when you launch an sp2 for the max damage. He also removes unstoppable with at least one charge. Insane pull btw! Congrats
  • EtjamaEtjama Member Posts: 7,981 ★★★★★

    Parry heavy until you get up to the sp2 then you parry and go to heavy but launch your sp2 instantly and you get some insane crits. Congrats on the 6* he’s a lifesaver. Although he does need a lot of sigs but he’s still fantastic without it.

    This, and remember that you can land your first hit on the heavy before you throw the Sp2. Also, if you throw the Sp3 (which has insane damage also), you can land both heavy hits before throwing it.
  • MegaSkater67MegaSkater67 Member Posts: 1,379 ★★★★
    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. 
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