Trying to put a polish on my second DDHK 6* pull in three tries...Reading this Dev note, as I understand it, DDHK needs to reach a combo of 16 to avoid thorns/Electro damage. Is that correct?Dr. Zola
I'm sure I've missed some other match ups but that the gist of it. He's also AW: Damage over time which could come in handy in the future if you do AW
If you need shrugging off non-damaging debuffs as a peice of utility then throw heavies and sp2s when you have between 16-21 hits on the combo meterIf u need DAAR as a piece of utility, throw heavies when you have between 21-26 hits on the combo meter and the sp2 when you have between 25-30.I like to use him with the Kingpin synergy which gives him rage debuffs on blocked hits. You can also pair this up with the Elektra/Psylocke synergy which inflicts a 35% disorient on heavies. If u take a couple blocked hits at the start of the fight, this allows you to get -100% DAAR in total in Stick's Apprentice without having to land any hits.The hit-monkey synergy is also pretty sweet. It gives you 100% perfect block chance against non contact projectiles e.g. War machine and Punisher's special attacks but not a necessity.I've been wanting to make a write up on DDHK for the longest time because I genuinely think he has more utility than any other champion in the game but you know how threads like that go...
I've been wanting to make a write up on DDHK for the longest time because I genuinely think he has more utility than any other champion in the game but you know how threads like that go...
@Terra your DDHK knowledge is needed