This is PART 4 of the complete guide to all the Damage Heroes in the game. As the “Damage” category would suggest, these characters specialize in causing a lot of damage as quickly and efficiently as possible. As it is largest category of roles, the heroes featured here also happen to have the greatest variety in functions. Each of them has a place in the game, so this guide will provide insight to each Damage 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.
+Good damage potential
+Diverse attack patterns
-Low defensive stats
-Somewhat difficult to synergize
The first “Jack” to appear in the game, Jack-Jack also pioneered the idea of a strong backline hero with many attack options that are meant to maintain pressure and offensive momentum. He’s one of the only heroes in the game where every single main Skill in his arsenal are capable of doing damage. Before Simba & Nala violently rolled their way through enemy lines, it was Jack-Jack who bounced in-between hostile targets in a fiery blaze. Speaking of which, “Jack-Jack Attack” will cause “Bouncing Baby” and “Snack Break” to light enemies on fire, burning them for 5 seconds. This skills grants even more burning damage if enemies are already on fire. While it is true that this presents some opportunities to form specialized team combinations, Jack-Jack just no longer reaches the same threat level of his current peers to justify his place in a team. Sure, his damage potential is decent, but he just can’t muster the same kind of burst damage to keep up with his competitors. He makes for a great candidate for a backline Fantastic damage specialist, but he will heavily compete against the likes of Elsa, Jack Skellington, or Magica. At the very least, it was Jack-Jack who crawled, so that the others that came after him may run.
Bogo’s disk feels quite underwhelming most of the time, unfortunately. While it does allow for Jack-Jack to stun enemies when he uses “Rock a Bye”, the stun time is absolutely pathetic even at max stars. At the very least, the stun may interrupt an enemy from their current action, and the Skill Power boost will improve the damage of all his Skills. Violet’s disk tends to be much more useful. It provides Jack-Jack some much needed improved attack speed while also greatly boosting his Basic Damage. Most notably, Violet’s disk will covert Jack-Jack’s regular attacks to do pure Fantastic damage.
It should come as no surprise that Jack-Jack works best with most of his family. Mr. Incredible, Elastigirl, and Violet are capable to grouping enemies together. Generally speaking, Jack-Jack loves to attack grouped enemies because it optimizes Bouncing Baby for maximum hits. Due to the properties of Jack-Jack Attack, Jack-Jack also pairs well with Hades(Me) and/or Jack Skellington(Sa). Hades should have Meg’s disk equipped for the best possible outcome. With Violet’s disk handy, he may also potentially fit in a Scare team with Jack Skellington and Oogie. Jack-Jack may also appreciate the presence of Donald and/or Kevin to ward off nasty negative status effects.
Jack-Jack does not appreciate being dived by the likes of Darkwing Duck, Moana(Me), and Mr. Incredible. The same goes for snipers. Elsa and Jack Skellington are especially terrifying to deal with. Similarly, Jack-Jack has to watch out for anyone that can pull him out of the back, like Woody, Rapunzel, Huey, Dewey & Louie, and the Queen of Hearts. Jack-Jack will perform rather poorly when enemies are placed far apart from one another because that diminishes the value of Bouncing Baby. This is actually made worse when he has to face heroes that can leave the screen like Rex, Scrooge, Violet, Timon & Pumbaa, etc. If these heroes manage to escape the screen, Jack-Jack may potentially only do one or two hits with Bouncing Baby.
+Excellent Scare user
+Useful Friendship Disks
+Diverse attack patterns
+Good damage potential
To this day, Jack Skellington is still arguably the very best Scare user in the game. This is mostly attributed to how he happens to have multiple ways of inducing Scares to entire enemy groups and is capable of perpetuating Scares rather effectively. His regular attacks always do Fantastic damage, so he’s usually scoring critical hits most of the time. “Trick-or-Treats” allows for Jack’s teammates to heal themselves by attacking scared enemies—it’s arguably the biggest reason why he’s absolutely essential when running a Scare team. Not only is he good at Scaring, his presence also sustains a team that thrives off of it thanks to his off-support healing ability. Between “Master of Fright” and “What’s This?!”, Jack should be able to perpetuate Scares and keep the heals coming. Unfortunately, these utilities are relatively mediocre outside of a Scare-centric team as he tends to also be weaker without other Scare users with him. Still, his unique talents are still fun and even effective in most PvP. He is a strong hero for Invasion as well, whose Scares compliments Team Yellow’s tendency to favour Fantastic damage and healing.
Sound Of A Scream:
Jack Skellington’s Red Skill was one of the very first of its kind, and it perfectly showcases the potential of what Red Skills can do to a Hero. For Jack’s case, it vastly improves upon the two things that he’s really good at—Scares and burning damage. Upon unlocking this Skill, one of the first things you may notice is the significant boost he gets for his Basic Damage, his Skill Power, and the damage over time of his burning effect. All of these boosts greatly improves the quality of his regular attacks and the burning effect that they typically leave. But more importantly, Scaring just got a whole lot better! One of the main effects of this skill, which also happens to be its most important one, is that Jack and his teammates will do extra Fantastic-type damage every time they Scare enemies that are already Scared! Since Jack is already so good at causing Scares, just having this skill around dramatically increases his damage potential! It also further encourages him to have teammates that can cause Scares for maximum value. This new effect on Scares is one that you’ll always get to keep without any level restrictions at all! The other effect of this Skill is that Jack’s regular attacks will ALSO cause Scares that last for 5 seconds. At maximum level, this basically means that Jack’s Scares are nigh-unstoppable especially when combined with the extra damage he now causes. Should you be unable to keep up with leveling, Jack’s regular attacks will fail to apply Scares. But considering just how good he is at maintaining Scares to being with, this is an almost negligible setback. If Jack Skellington is one of your main heroes, then unlocking this skill is an absolute top priority.
Jack’s disks are both very strong and greatly improves upon his main specialties—Scares and burns. Sally’s disk puts a lot of focus on his burns. Burns will become stronger and last longer. The really interesting part about this disk is that it causes his regular attacks to hit targets that aren’t already affected by his burns. This ensures that Jack is spreading burns everywhere and greatly synergizes with one of his other skills, Jack-o-Lantern. Mad Hatter’s disk is the one that focuses on Scares. When Jack uses What’s This?!, he now throws out 3 demented ducks in succession. This actually works kind of well with his slow attack speed—he’s essentially extending the duration of his Scares for just a few seconds every time he throws out a duck. These ducks also do a lot more damage against Damage-role heroes as well. That said, throwing out these ducks also promotes more healing from Trick-or-Treats. For Jack himself, he can simulate burst healing (mostly for himself). Both disks are quite different but are very good at what they do. Technically speaking, Sally’s disk is (surprisingly) the one that actually improves Jack’s overall damage potential. On the other hand, Hatter’s disk improves upon the utilities he provides—most notably his healing. I know, I’ve checked. It really comes down to what’s more important based on team options.
It should come as no surprise that Jack is required to have at least one other Scare partner to the point that it’s arguably mandatory. For a very long time, Mike has been one his favourite partners. Mike(Su) and his ability to stun Scared enemies is a perfect match to Jack’s utilities. So much so that the two of them together can form a stun-lock core. It does take a little bit of time to get the proper momentum going for a perfect stun-lock, but once they get it, it’s nearly unstoppable. However, teaming up Sulley, Oogie Boogie, or even Randall also yield great results. These partners are less about finesse and more about sheer power. With the Scare mechanic in mind, Jack still works well with characters that specialize on Fantastic Damage in general. Sally, Elsa, and Madam Mim in particular get a lot of mileage from his utilities. Jack is slow, so a speed-boosting partner will do him wonders. Goofy and especially Animal are really good for this.
Jack is surprisingly not as threatened by typical backline snipers (Elsa, Elastigirl, etc.) as much because both of his disks allow him to fight them back. However, the same cannot be said about backline divers at all. Aladdin can steal his Energy, Darkwing Duck can stun him, and Mr. Incredible and Moana are just absolutely overwhelming once they get in range. Kevin is an annoying healer who can cleanse his allies from everything Jack will try to do—he can remove the stuns, the Scares, and even the burns! Anger is an extreme threat that takes advantage of Jack’s stuns and retaliates explosively. To a lesser extent, Jack also has to watch out for Donald, who can absorb and redirect the stuns. He also needs to be careful of Woody, Rapunzel, the duck triplets, and the Queen of Hearts, all of whom are perfectly capable of misplacing him and also stunning him.