Control Hero Guide (Part 3)

Intro:
This is PART 3 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 Control 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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Genie

Overview

Strengths:
+Strong healing
+Powerful utilities
+Great regular attacks
+Useful Friendship Disks

Weaknesses:
-Absolutely no sustain
-Very poor Reality growth
-Difficult to synergize
-Very vulnerable in general
-Almost impossibly impractical in any PvP

Gameplay:
Genie is arguably the most unorthodox hero of the Control category. The most notable thing about him is that he is very, very inclined to providing support to his team rather than trying disrupt his enemies. Even his skillset reflects this ideal; he only has one legitimate CC skill, and the other 3 are specifically tied together to fully focus on his team healing. “Three Wishes”, as implied, is Genie’s active skill for healing the 3 weakest allies at the time of activation. This powerful skill is supplemented by “Cosmic Power” to grant invincibility to one ally and “Energize” to grant 500 energy to another ally. “Makeover” is Genie’s only true form of CC and it is a unique skill that effectively removes an enemy for 5 seconds then applying some decent Fantastic damage when they return. Even though the enemy Genie has transformed becomes untargetable, that is actually (usually) a good thing because it forces the rest of the team to redirect all their damage onto a potentially more important target. The bad thing about this skill is that Genie will target randomly, so the desired outcome may be inconsistent. The most glaringly awful aspect about Genie is that he has absolutely no means of protecting himself. Genie is so vulnerable and risks getting KO’d before he is able to use his healing, therefore wasting 3 whole skills in a single instance. This terrible design flaw makes him typically unfit for most PvP game modes. He can be made viable in Guild Wars but only for attack, as he can be manually linked with Meg. Speaking of which, with Meg’s help, Genie is team Blue’s current best healer. He gets the absolute best value out of his skills in Invasion, so don’t sleep on him just because he’s not good anywhere else.

Friendship Disks:
Genie’s Friendship Disks will either enhance his support or his control. Mike’s disk gives him more Skill Power, directly improving the potency of his healing. It also adds a powerful shield that he can apply to one of his allies when he uses Three Wishes. This disk is a little easier to use at low stars, generally speaking. Elsa’s disk makes a drastic change to Genie’s regular attacks, allowing him to hit two targets at a time. This is very, very useful because his regular attacks also has a chance to freeze targets for 4 seconds. This disk actively makes Genie a much more competent Control hero, but it is very hard to use this disk at low star levels. It won’t start to feel useful until it reaches at least 3 stars, when there’s an almost 1 in 4 chance for a regular attack to actually cause a freeze. Either way, both disks are pretty interchangeable once they are both maxed.

Team Options:
It’s pretty difficult to make a competent team that can take advantage of Genie’s utilities, at least in the competitive context. He can somewhat fit in a freeze team with Elsa’s disk at hand, but even that’s quite the stretch. Mickey Mouse, Kevin(Ba), and Rafiki(Ja) are just about the only healers that can give Genie protection without compromising team damage. Joy and Genie together is redundant, while Timon & Pumbaa(St) can’t protect him beyond the early game. For team Blue’s Invasion week, Meg and Genie linked together is the absolute best healing option. Together, they can sustain any combination of Blue heroes through tougher Breaker quests. For Beaker quests, you must always start the fight by manually linking Meg to Genie and just let Genie handle healing as needed. For Bots, Meg should be linked with Bo Peep, team Blue’s best Bot slayer. As long as Bo Peep doesn’t go down, Genie doesn’t have to worry about getting shot down by Bots. All they need are heroes that competently wield Fantastic damage (Ducky & Bunny, Elsa, Vanellope, Jafar) and some extra utility (Duke Caboom, Buzz(Zu), Animal). This type of team combination is best played manually, with Genie periodically using his healing to keep Meg from getting KO’d.

Counters:
Generally speaking, Genie has a lot to worry about. No Tenacity or Evasion means he is completely helpless against strong CC. Maleficent(Ur), Ursula, Finnick(Ju), and Jafar are large threats who can steal energy to make it harder for Genie to heal. Jafar is especially dangerous because he can usually just wipe Genie off the map with his Whirling Dervish, completely exploiting Genie’s abysmal Reality stat. Generally speaking, Genie has poor match ups against heroes that specialize in Fantastic damage. There are many of them, but the most notable ones are Ducky & Bunny, Jack Skellington, Elsa, and Simba & Nala.


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Hank & Dory

Overview

COMING SOON


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Hiro Hamada

Overview

Stengths:
+Amazing damage redirection
+Diverse CC
+Rising Power levels
+Mixed attacker

Weaknesses:
-Slow attacker (both Hiro and Megabot)
-Relatively weak without Megabot
-Helpless against negative status effects

Gameplay:
Hiro is a very interesting Control hero whose specialty is to give the enemy team an annoying distraction to deal with. “Megabot Call” is Hiro’s key skill that summons a Megabot with high HP, even rivaling the likes of Bo Peep and Sulley. The Megabot tends to land in the midline of the enemy team to stun as many targets as possible. Because of the preferred positioning of the Megabot, it can effectively redirect most incoming damage to itself. This very high aggro gives Hiro’s team much safer opportunities to do damage without fear of retaliation. As long as the Megabot is present, it will attempt to cause slows while doing respectable Normal damage. Without the Megabot, Hiro is a somewhat weak backline unit, although he can threaten to disrupt the enemy backline with “Microbot Stun”. Hiro’s unique methods of manipulating the enemy can be fun and effective in PvP. For team Red’s Invasion week, Hiro is one of the very best Control types available because he is not particularly crippled by disable wards. The Megabot is an amazing extra ally that can temporarily absorb the onslaught of attacks from Mama Bots.

Friendship Disks:
Hiro’s disks improve more of his ability to control the battlefield, but these disks tend to be vary in usefulness depending on the circumstances at hand. Baymax’s disk gives both Hiro and the Megabot special bonuses to help them get a hold of momentum as soon as possible. Hiro starts the battle with more energy, allowing him to call the Megabot much sooner. The Megabot will enter the battlefield with a weak shield, and it also gets an attack speed bonus whenever it is shielded from any source. Darkwing Duck’s disk on the other hand allows for Hiro’s Microbot Stun to affect multiple enemies within range. This disk makes Hiro an even bigger backline threat, and the Skill Power bonus will increase Megabot’s HP and the strength of their skills. Both are good disks, but Baymax’s disk is at its best when Hiro has teammates that can provide shields and that there are no threatening shield breakers to oppose him. On the other hand, while it’s true that Darkwing’s disk is a little more flexible, it is less useful when facing against a front-heavy team or if Hiro needs his Megabot sooner than later.

Team Options:
Should you choose to utilize Baymax’s disk, then shield heroes such as Violet, Goofy(Mi), and (obviously) Baymax are the ideal partners. Baymax is the most consistent out of all of them because his skills tend to coincide with Hiro’s a little more easily. Should you go with Darkwing’s disk, heroes that can provide more energy make for great choices. Obviously WALL-E is ideal, but Mickey or Miguel are quite good too. Because of the diverse nature of Hiro’s skillset, he is a good fit for teams that abuse slows or stuns. Hiro is also a great character to have with Meg. Not as a link partner, but as extra protection. The Megabot can redirect aggro away from Meg’s linked partner so that she isn’t taking as much damage as she normally would. Hiro can be interesting partners with Nick in a City Watch run as well. The Megabot counts as an extra ally that further adds to Nick’s Proper Reinforcements.

Counters:
Hiro’s Megabot becomes far less effective when it gets pushed out of the middle of the enemy team because then the Megabot will have less targets it can hit. Timon & Pumbaa, Animal(WA), and Finnick are very good for this. Backline divers like Darkwing Duck, Mr. Incredible, and Moana(Me) are huge threats. Peter Pan is perhaps the worst of them if Hiro is the farthest one positioned at the back. Elsa(Fr) and Jack Skellington(MH) can seriously hurt Hiro with their AOE backline attacks, but they do have to watch out for the Microbot Stun. Hiro and his Megabot are generally helpless from all forms of CC, but they are especially vulnerable to the Queen of Hearts, who can potentially pull Hiro out of position. And course, be very wary of Ursula, as she may deny Hiro from using Megabot Call. This is where using Baymax’s disk for the starting bonus energy can overcome Ursula.


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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 damage 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.


More in Part 4 (CLICK HERE)

16 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.

2 Likes

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.

3 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.

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Why is Ursula(usually) a counter to most heroes

Hex

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