Control Hero Guide (Part 2)

Intro:
This is PART 2 of the complete guide to all the Control Heroes in the game. As the “Control” category would suggest, these characters specialize in influencing the flow of combat through disruption and causing chaos. Each of them has a place in the game, so this guide will provide insight to each Support hero’s value.

Disclaimer: This Guide will always be under construction, either through updating information or adding more content as more new heroes are released in the game. I will be doing updates accordingly for as long as I continue to play the game.


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Huey, Dewey, & Louie

Overview

Strengths:
+High damage potential
+Rising power levels
+Has Tenacity
+Strong early game
+Great synergy
+Mixed attackers

Weaknesses:
-Slow attackers
-Below average Armor and Reality
-Susceptible to AOE damage

Gameplay:
The triplets are potent hazard setters in the battlefield, laying bear traps among enemy lines to vastly restrict mobility. “Woodchuck Trap Badge” is a key skill that can steal early-game momentum by stunning enemies that set them off. As they ride across at the start of battle, they also briefly force the enemy to turn their backs, which baits them into facing forward again, which may set off the traps in the process. The triplets may periodically set more traps with “Woodchuck Travel Badge” while also pushing enemies back. Once again, this baits enemies to try to move forward so that they may set off the new traps. Each time enemies are trapped, they gain more and more Skill Power, making them do more and more damage. “Dematerializer” is one of the only skills in the game that forces the farthest target into the frontline, somewhat similar to Woody’s lasso. While it does cause great damage and even a decent stun length, it only targets one enemy at a time and is consequently difficult to use again. Their shenanigans are more than welcome in any game mode. For Invasion, they are amazing for Breaker quests even when they lose their stuns thanks to their high damage, but they are very inconsistent against Mama Bots.

Spring The Trap:
Description Coming Soon!

Friendship Disks:
Huey, Dewey, and Louie have a Friendship with Joy, and this disk specifically makes the triplets more effective against Tanks. Their traps can shred Armor and deal extra damage, but these bonuses are exclusive against Tanks. It is currently the only disk available to them at the time of this writing.

Team Options:
The triplets work very well with just about anyone. Because of the nature of their skills, they are very good against teams that rely on more than one Tank hero. Their very frequent stuns and push back for grouping enemies together make them terrific teammates for Gaston. They are generally very good in a team that abuses stuns to begin with. Even with low defensive stats, they do have a moderately high HP growth, so heroes that can help protect them are welcome additions. Joy(Ol) and Timon & Pumbaa are powerful allies that can give the three some much needed bulk. Sally(Ya), Shank(Va), and Kevin are all decent choices as well. Since they are slow attackers, they do benefit greatly from speed boosters such as Goofy, Woody, Alice, Animal, and Duke Caboom. Woody is arguably the best choice as his Lasso works well with those traps, both heroes can greatly threaten backline targets together. Similarly, The Queen of Hearts(Re), who can shuffle enemies around is great for helping them activate more traps. Charmers, especially Meg and Mad Hatter are great for forcing frontline targets to turn around and walk right into more traps!

Counters:
Joy is one of their more important counters because her healing and Reality bonuses can greatly diminish the damage they can do. Kevin is a powerful support specialist who can cleanse the stuns from his teammates, making it much harder to take control over the battlefield. Anger and the Mad Hatter are excellent counters who can remain functional even when stepping on the triplets’ traps. Mad Hatter in particular may charm them if they close enough. Miss Piggy is a dangerous threat who can ignore being stunned a few times while also becoming stronger and more threatening each time she was supposed to be stunned. Elsa(Fr) can be somewhat of a soft counter, as she can freeze them from a safe range and stays in place long enough to avoid getting trapped. She must be wary of them using their Dematerializer on her though.


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Jafar

Overview

Strengths:
+Very high stats
+Insane damage potential
+Very good synergy
+Useful Friendship Disks
+Versatile utilities

Weaknesses:
-Slow attacker
-No Tenacity or Evasion
-High backline aggro

Gameplay:
There’s really no other way to put it—Jafar is an incredibly powerful character. He is an offensively focused hero who can potentially wipe entire enemy teams off the map. Should anything survive the overwhelming force of his “Whirling Dervish”, they would have to deal with Jafar’s excellent skillset. He can delay characters by stealing up to 300 energy while also slowing them down, and he has the most powerful single-target charm in the game. “Snake Charmer” channels Jafar’s energy to charm a target and he will continue to take control until he runs out of energy or is interrupted. The charmed target is granted more Basic Damage while also gaining more attack speed and an immunity to disables because of “Sultan Vile Betrayer”. The charm itself completely ignores the target’s Tenacity, but a target’s Evasion will cause it to fail to connect until the target fails evading. Everything Jafar does is useful in any game mode. Take advantage of game modes that allow him to be controlled manually. Guild Wars and Invasion allow you to manually select a target for Jafar to charm, making it possible for him to take control of a key midline or backline target that may just be strategically more important than the nearest target.

Friendship Disks:
Jafar has very useful Friendship Disks at his disposal, giving him new utilities that grants him even more advantages. To get straight to the point, Scar’s disk is the obvious choice in most cases. The disk gives bonuses to Tank and Support allies while Whirling Dervish will do more damage against Damage and Control enemies. But even more importantly, Whirling Dervish will be Jafar’s first attack. This comes out even faster than Woody’s lasso, so Jafar should be able to use it almost immediately after the start of battle. This disk alone is the reason why Jafar is such a coveted hero. With the help of Skill Power Mods, the overwhelming power of Whirling Dervish may be enough to almost straight up delete entire teams at the start of any match. Gaston’s disk is not anywhere nearly as exciting, but it is still useful in its own right. This disk improves the effects of Snake Charmer, as it allows Jafar to redirect any meter gained by the charmed target and distributes it to his allies instead. It also causes damage over time to the target.

Team Options:
Jafar fits well into most teams, but he absolutely excels in a hyper-offensive team that attempts to do as much damaged as early and as quickly as possible. Together with Ducky & Bunny, the three of them can easily eliminate large chunks of enemy groups, especially those within the backline. He works well with fellow villains, especially Ursula and Maleficent(Ur), as they can steal a lot of energy together and delay attempts of retaliation. Of course, he makes a great team with Aladdin, Genie, and Jasmine. Jafar’s skillset synergizes well with the rest of theirs, especially because their attack patterns really complement one another. For instance, Jafar, Aladdin, and Jasmine are all capable draining energy and misdirecting attacks, while Genie keeps everyone topped up with his supportive utilities. One of his very best partners is Goofy(Je), as his disk with Jessie improves damage done against blinded targets. This makes Whirling Dervish almost too ridiculously difficult to survive at all.

Counters:
Jafar’s main counters are high Reality heroes that help cushion their team from being blown away by Whirling Dervish. Joy(Ol), Kevin, and Sally(Ya) excel against him, but they each do it in their own way. With Olaf’s disk, Joy provides incredible amounts of protection for her team, and her healing can keep up with the raw damage being thrown at her. She is by far the most consistent. Kevin offers a slight improvement to the team’s Reality, but it’s his cleanse that’s very important here. With it, he can remove the blinding effect of Whirling Dervish and also cut off Jafar’s connection with Snake Charmer. Sally provides lots of Reality for her team and can even somewhat pressure Jafar with her Frog’s Breath. However, her utilities are more supplementary and she can’t actually shut him down by herself. With a smart combination at play, heroes that won’t normally survive Whirling Dervish can be used to retaliate, especially when these heroes can actually hit the backline where Jafar is. Ducky & Bunny can easily snipe him out of the backline and can often do so rather effortlessly. Other combinations like Elsa(Fr)/Merida(El), Jack Skellington/Mike(Su), or Hercules(Ma)/Bo Peep can be made viable to shut down Jafar as long as these heroes are being given sufficient protection.


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Jasmine

Overview

Strengths:
+Very solid stats
+Double damage sources
+Mixed attacker
+Useful Friendship Disks
+Good burst damage

Weaknesses:
-No Tenacity or Evasion
-Very restricted on auto
-Susceptible to AOE attacks

Gameplay:
Jasmine’s introduction to the game contradicts the delicate flower that her name is based on. She’s literally more than a princess–she enters battle with her ever faithful tiger, Rajah. Jasmine and Rajah come as a unique package deal, with both of them completely capable of acting independently. Rajah is somewhat similar to Hiro’s Megabot, although with the benefit of being immediately present right from the beginning but lacking the ability to affect multiple targets at a time. With proper investment on the “Tiger Boost” skill, Rajah’s HP growth is immense, even surpassing that of Alice’s Enormous form! Using “Tiger Strike”, Jasmine can command Rajah to pounce on a specific target, doing heavy Fantastic Damage to a single target while also stunning them. Jasmine herself is also capable doing incredible burst (Normal) damage to a single target with “Fast Learner” and “Energy Vortex” allows her to steal 350 energy to further add to her utility. Jasmine and Rajah are very good at doing immense damage to one target at a time, but that surprisingly leaves gaps in their offense. With no way to affect multiple enemies at once, Rajah often gets KO’d too early and will only return to battle once Jasmine uses Tiger Strike again. It is very important to note that Rajah will always pounce on the closest target if the battle is played on auto, which is generally restricting. Otherwise, playing manually will allow for the player to choose exactly which target Rajah will attack when activating Tiger Strike, making this skill significantly more versatile. While Jasmine is a great pick for PvP, she will absolutely shine in Guild Wars, where Rajah can be manually directed for maximum value.

Striking Out:
Description Coming Soon!

Friendship Disks:
Jasmine’s disks grants new utilities that changes her overall approach in battle. Shank’s disk specifically increases the damage of Rajah’s regular attacks (but not Jasmine’s). This is will not improve the damage done by Tiger Strike. However, when Tiger Strike is used, both Jasmine and Rajah get increased attack speed for 11 seconds! On the other hand, Aladdin’s disk increases the max HP and Skill Power to all allies as well as increasing Rajah’s HP. Most importantly though, Jasmine’s Energy Vortex will also give energy for all her allies. Shank’s disk is very easy to use, even at low stars. Aladdin’s disk is very weak at low stars, but with max stars, it tends to be more useful in more situations. The energy gained by the entire team allows Jasmine to heavily swing the momentum of her team more favorably, similarly to WALL-E!

Team Options:
Jasmine is relatively easy to fit in a variety of teams. Rajah’s immense HP combined with Jasmine’s high stats means that Rajah ends up being very high aggro, greatly relieving pressure off of Jasmine’s frontline allies. Rajah will be treated like an actual party member, which means Rajah will benefit from any boosting skill being granted by allies. Jasmine definitely works well with Aladdin and the rest of the movie’s cast including Genie and Jafar. Rajah’s presence often helps with directing attention away from Aladdin, allowing him to more freely attack with less fear of retaliation. Together with Aladdin and Jafar, Jasmine can steal a lot energy at an alarming rate. Similarly, she can team up with Ursula and Maleficent(Ur) to deplete energy while taking more control over the flow of battle. She can also make for an interesting partner for Hiro. With both Rajah and the Megabot in present in the field, the two can help perpetuate chaos and disruptions. This also means Jasmine is a good partner for Nick, as Rajah further adds to Nick’s Proper Reinforcements.

Counters:
Maleficent can reliably put a stop on Rajah’s advance with her Forest of Thorns, and her Fog Of Doom can easily put Jasmine temporarily out of commission. The Mad Hatter will also have no trouble turning Rajah against Jasmine. Any form of stun or freeze will definitely make things hard for Jasmine. Jack Skellington and Mike shouldn’t have too much trouble keeping Jasmine stun-locked, and Elsa is even effective at doing that by herself most of the time by freezing her and/or Rajah. Duke Caboom is a particularly difficult hero to deal with as he can escape Rajah by using his Stunt Spectacular and do tons of free damage on Jasmine in the process. Hercules is yet another key threat. His invincibility makes it impossible for Rajah to stun or for Jasmine to kick him back while he can easily stun and push them back in return.


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The Mad Hatter

Overview

Strengths:
+Total immunity to negative status effects
+Good damage potential
+Very potent disruptions
+Good synergy

Weaknesses:
-Slow attacker
-Very poor Armor growth
-Susceptible to AOE damage

Gameplay:
As his title implies, madness ensues when the Hatter is on the field. He can cause a lot of chaos with his annoying triple charms and devastating slows. His “Mad Tea Party” is a great offensive skill in his arsenal that gives him quick bursts of high damage while also shredding armor for a short time. The nature of his skills allow him to fit into many teams. Perhaps his most powerful skill is “Oblivious”. As long as his Purple skill is maxed out, Hatter becomes totally immune to the effects of debuffs and disables! Even if the description only pertains to debuffs, it’s actually all negative status effects. Being unfazed by the bombardment of heavy CC, Hatter will continue to wreak havoc completely unhindered. He is a good choice for any game mode. He is one of the few Control heroes who isn’t completely rendered useless by disable Wards found in Invasion and City Watch.

Friendship Disks:
The Mad Hatter’s disks improves more upon his chaotic disruptions, although both approach it a little differently. Alice’s disk increases his Basic Damage, HP, and slightly improves his otherwise poor attack speed. On top of that, his regular attacks and Mad Tea Party also slightly slows down his enemies even more. The slow effect, even at max stars, is relatively minor and serves to be more supplementary. Rafiki’s disk increases his Skill Power and the potency of his charms, although the bonus Skill Power will only improve the damage of his Mad Tea Party. Targets affected by his charms will have greater speed and are completely denied from gaining energy. Since the charms only lasts for less than five seconds, the increased movement speed is useful for very quickly displacing affected targets within that short time frame. Both disks are pretty good, so switch them around as needed.

Team Options:
The Mad Hatter often finds himself competing against Finnick for a team slot. However, the two of them together are very good for perpetuating slow effects across the enemy line. Hiro is also a good partner who can also help slowing down the enemy team. Elsa is also a great partner, as she can do more damage against slowed enemies. His fellow Wonderland heroes work amazingly well with him. Alice also help cause slows and she can speed up Hatter’s poor attack speed. The Queen of Hearts on the other hand can shuffle enemies around, giving Hatter shining opportunities to charm targets he wouldn’t normally be able to reach. Fellow charmers like Meg, Jafar, and Miss Piggy are also interesting choices for teammates that can really amp up the levels of crazy.

Counters:
Heroes that can cause a lot of raw Normal Damage can really give him a hard time. Merida and Robin Hood are great long-range heroes who can snipe him at a safe distance while staying far away enough from getting charmed most of the time. The most consistent way of combating his slows is to counter it with speed. Goofy and Animal are the best standouts. Goofy’s speed lasts longer than Hatter’s slows, and his shield allow him to shake off charm almost immediately. If he has Mickey’s disk, he can even protect his allies from charms as well. Similarly, Animal is very difficult to slow down in general and his incredible Tenacity ensures that he doesn’t stay hindered for too long. Animal’s aggressive push backs also reduce the space he gets to work with, leaving him more open to more Normal Damage.


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Maleficent

Overview

Strengths:
+Strong CC skills
+Good synergy
+Good burst damage
+Has the rare Curse debuff

Weaknesses:
-Very frail
-Slow attacker
-No Tenacity or Evasion

Gameplay:
With all the powers of hell at her disposal, Maleficent terrorizes the battlefield with her amazing stuns and powerful “Dragon Fire”. Maleficent has versatile stuns, and is one of the few heroes who can stun an entire team by herself. Her ability to put a stop to hostile advancement provides her team key opportunities to use skills safely. Her “Forest of Thorns” stuns the target with the highest HP, which is a great way of removing a potentially dangerous target that would otherwise become problematic to deal with. Despite her low durability, her incredible disruptive utilities finds a lot of use in most game modes. She tends to struggle during Invasion, where she has to face Disable Wards and Mama Bots that are immune to her stuns.

Friendship Disks:
Maleficent’s disks give her more ways to plague her targets with status effects, but in different ways. Jack Skellington’s disk adds more damage over time on her Forest of Thorns, but it also damages enemies that are nearby the affected target. Additionally, enemies that are being affected by the thorns will also receive the Curse debuff. Ursula’s disk on the other hand opts to improve Fog of Doom instead. When Maleficent casts Fog of Doom, she will deplete energy from all affected targets. This disk also increases her Skill Power, which makes her Dragon Fire even more devastating. The energy depletion is not noticeable at low stars, but when maxed out she depletes 250 energy per target–enough to negatively affect the enemy team’s momentum. Overall, Ursula’s disk tends to be much more valuable.

Team Options:
Maleficent’s skillset is very flexible, so she can easily fit in a variety of teams. She can be a key hero when facing teams that rely on healing as part of their strategy. Because causing wide stuns is one of her main selling points, she is terrific in stun-centric teams. She forms a great partnership with Gaston for this reason. Actually, she generally works well with fellow villains, especially with Ursula(Ti), Queen of Hearts(Re) and Jafar. She can also neatly fit in a Scare team being led by Jack Skellington and Mike, as her skillset proves to be a great compliment to theirs.

Counters:
Maleficent is very frail, so she is very vulnerable against backline divers who easily reach her like Darkwing Duck, Mr. Incredible, and Moana(Me). One of her greatest enemies is Woody, who can pull her out of position and into the deadly range of powerful melee fighters like Beast and Bo Peep. She also has to be careful against backline snipers like Elastigirl(Va), Jack Skellington(MH), and even Sally(Ti). Elsa(Fr) gets a special mention because not only does she cause a lot of damage, she can freeze Maleficent even longer if she has Frozone’s disk. Kevin is also a hard counter. He is completely unfazed by her stuns and can cleanse his team in retaliation, vastly diminishing her value.


More in Part 3 (CLICK HERE)

12 Likes

Do you need help with any of them?

Can’t wait for this part. I haven’t touched Jafar or the trio yet so this will help me decide if I should spend resources on them.

But jafar’s face look annoyed like he’s saying “I’m part 2. I deserve to be part 1!”

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Appreciate the thought, but probably not.

Update: completed Huey, Dewey, & Louie’s overview!

This part will have 4 (6, sorta) very powerful heroes. Very excited to write about them.

1 Like

Ok the overview makes me think I should work of the trio, but I don’t have much XP juice. Build wait to see the Jafar overview as well.

Update: completed Jafar’s overview!

2 Likes

Did anyone tell you that it got decreased to 300? If not, well it did.

Update: completed The Mad Hatter’s overview!

It should come as no surprise that Jasmine is getting skipped for now. It will take a little while for me to fully understand how she works, so until then, she will remain blank for now. As soon as I’m done with investing in her and experimenting with her potential, she will get her overview.

2 Likes

Immunity also has a chance to fail for the Mad Hatter

Please read here.

He he! You know. It’s just a reminder

Why’d you put “Summary” for Maleficent instead of “Overview”?

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. . . Simple mistake? I don’t think it matters.

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Oh no I only just noticed it since you pointed it out and now i am slightly triggered.

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About Jafar, “Snake Charmer” works even longer if Jafar is slowed. It would be a good use out of Jafar.

2 Likes

Loving these guides!

Extremely helpful!

Wouldn’t Ursula be a good counter for Mad Hatter as well? Her Hex can affect him, and he isn’t immune to the energy steal. The knock back also remove the front line, exposing Mad Hatter to the enemies. “Something for Nothing” is okay at denying Mad Hatter’s team snowball options, though not worth mentioning.

1 Like

Why is Ursula(usually) a counter to most heroes

Hex

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