Support Hero Guide (PART 1)

Intro:
This is PART 1 of the complete guide to all the Support Heroes in the game. As the “Support” category would suggest, these characters specialize in enhancing the team’s performance, either offensively, defensively, or both. Each of them have 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.

——————————————————————————————————

image
Alice

Overview

Strengths:
+Extremely survivable
+High burst damage potential
+Jack of all trades
+Good synergy
+Has Tenacity

Weaknesses:
-Relatively low utility
-High aggro
-Restricted on auto

Gameplay:
Alice is arguably the most unusual hero of the Support category. She is perhaps the only character who is a true “Jack of all trades” in the roster. While in her normal form, she provides very valuable speed control, giving 35% attack speed for allies or slowing down enemy units by 35%. Both skills are on very low cool down periods, so she will be providing this speed management until she uses her White skill. Speaking of which, once she becomes “Enormous”, she gains a more massive HP pool, giving her the absolute highest HP stat in this temporary form. In her “Enormous” state, she is also capable of incredible burst damage potential, causing massive Normal and Fantastic damage. Playing her on manual gives her a lot of flexibility, as it allows her to continually provide speed-support. Do not underestimate her regardless of her size! She performs well in all game modes, but is arguably better on manual, especially in Guild Wars and Invasion.

Friendship Disks:
Alice has friendship Disks with Miguel and Quorra, both of whom emphasize very different aspects of her skill set. Keep in mind that both Disks absolutely depend on Alice turning Enormous. Overall, Miguel’s is generally more useful because of the increase in Skill Power (affecting ALL her skills), and the insane damage boost that she enjoys when in her Enormous form. While Miguel’s disk emphasizes Alice’s destructive potential, Quorra’s disk actually makes her a better Support hero. The shields she provides are extremely durable, and it also gives more Armor to everyone, making the team more survivable overall. Do note that the shields are only available the first time she turns Enormous, and cannot activate them again after that. Keep this in mind when taking her to Arena or on campaigns. However, she gets a lot more mileage out of it during Invasion. Every Breaker Quest and every Boss fight resets her uses for the shields, so she will always be able to protect her allies at least once every fight. The same is also true for City Watch.

Team Options:
Alice works well with heroes that benefit greatly from her early game speed management. In particular, Elsa makes for a great teammate. Not only would Elsa enjoy the increased attack speed, she also greatly benefits from attacking slowed enemies, enabling her to always do much more damage. If you are considering using Alice in game modes that demand more endurance, such as City Watch, then paring her with a main healer like Miguel or Joy will prove to be a huge boon for the long haul. For Invasion, you should be treating her more like a damage unit while relying on Genie and Megara to help sustain the team. Try fun teams that abuse speed by pairing her with Goofy and Woody, or teams that stack shields like Violet and Baymax. Alice may also be teamed with Mad Hatter and Finnick to abuse slows.

Counters:
Heroes that can dive her such as Darkwing Duck, Aladdin, and Moana can pose a threat. Merida can pierce through the backline with her arrows and can also burst down Alice in more dire circumstances. When Alice becomes Enormous, she will have the highest HP, which also means she becomes a high priority target for Maleficent’s “Forest of Thorns” and Robin Hood’s “Alms for the Poor”. Depending on who else is on your team, Woody may target her with his Lasso and charm and is particularly disruptive to Alice overall. Quorra is also a threat to Alice, as Quorra’s “Disc Spin” is incredibly damaging to Alice even during her Enormous state. It’s also worth mentioning that Alice will actually bring herself within range of Quorra when she’s Enormous.

——————————————————————————————————

image
Joy

Overview

Strengths:
+Potent healer
+High Armor growth
+Bonus Reality for the team
+Rising power levels
+Very good synergy

Weaknesses:
-Zero damage contribution
-Absolutely no offensive enhancements
-Cannot mitigate True Damage

Gameplay:
Much like her fellow emotion, Anger, Joy uses a “stacking” mechanic that is the core of her play style. Every time she gains a stack of Happiness, her Skill Power rises, and so does the entire team’s Reality. This particularly makes it very difficult for Fantastic damage dealers to break a team that is protected by Joy. What makes her such a flexible defensively oriented Support is her ability to quickly fill up her energy. Instead of having a basic attack, Joy instead gains energy little by little. Her green skill even gives her an occasional burst of energy and Happiness, allowing her to quickly gain access to her team-saving healing skill. Her healing power rises the more stacks of happiness she has, which only continues to grow as the battle goes on. She can even provide single-target shields (at the cost of one stack of Happiness) to protect her allies if she’s not ready to heal yet. These shields are on a low cool down as well, and is also based on her ally’s HP percentage. A team with Joy is a team with perhaps the greatest survivability. Her defensive prowess allows her to excel in all game modes and is especially good on Auto, so that she may heal as soon as it’s available while quickly building up her Happiness.

Friendship Disks:
Joy’s Disks mainly affect how she supports her team. With Olaf’s disk, stacks of Happiness also provide Armor. Joy will also start battle with stacks of Happiness, which gives the team a massive defensive boon right from the get-go. Overall very useful when facing against enemy teams with high damage potential. Anger’s disk focuses on preventing Disables from being afflicted upon your teammates at the cost of Happiness. This allows Joy to add further usage from her Happiness stacks, and also enables her to more confidently protect her team from CC-heavy comps. Although both Disks are very useful, Anger’s disk tends to be more useful in PvP environments.

Team Options:
Joy’s skill set works well with just about any composition, especially when a team calls for a powerful defensive core. Along with Goofy(Mi) and Kevin, Joy can form an extremely reliable anti-CC comp. They are especially effective together against popular heroes like Merlin, Gaston, and Maleficent. Joy can stack her defenses with other heroes that can provide more Armor and Reality for the whole team. Shank(Va), Sally(Ya), Alice(Qu), Rafiki(Ja), and Kevin can stack their defenses with Joy(Ol) to form an extraordinarily durable wall. Do note that this is easily overcome by True damage.

Counters:
Joy is almost completely helpless against heroes that can dive her. Darkwing Duck, Aladdin, and Moana are all threatening to Joy. Even with Anger’s disk, Joy can only block one Disable at a time, so unless she has at least Kevin backing her up, Joy can be easily disrupted by too much CC. If she’s unable to heal, she is essentially dead weight. Maleficent and Tia can act as soft counters to Joy, as their curses can slow her down a little. Denying Joy of energy is also problematic. So Maleficent(Ur), Dash(Fi), and especially Ursula can give Joy great difficulty.

——————————————————————————————————

image
Judy Hopps

Overview

Strengths:
+Early speed advantage
+Very strong pushback
+Absurd power boost
+Has Evasion

Weaknesses:
-Lowest HP
-Very short speed boosts
-Somewhat stricter team options

Gameplay:
True to her being a bunny, Judy provides the whole team with short bursts of speed. Along with speed, she also provides bonus Basic Damage. This gives her team a strong lead early on in the battle. However, the outcome heavily depends on how the rest of her team performs. Having this speed available at the start of the game means your team is gaining energy more quickly as well. This burst in momentum can make a huge difference over the course of battle, as the team that fires off the game-winning skill can mean a stronger claim to victory. Judy’s early burst of speed and power can find use in any game mode, just be sure the rest of her team takes full advantage of it.

Friendship Disks:
Judy’s Disks interestingly affects how she interacts with the rest of her team. Bogo’s disk purely focuses on Judy’s individual performance. It helps with Judy’s survival on her own and even gives her increased attack speed and more temporary invincibility when she revives after playing dead. However, Felix’s disk provides a remarkable increase on the Basic Damage boost provided by her “Deputize”. This insane power boost is only available for as long as “Deputize” is active, so be sure to take full advantage of it. These bonuses are available again when her teammates successfully KO enemies or when Judy is forced to use “Play Dead”.

Team Options:
Because Judy relies heavily on taking full advantage of the short duration of her speed boost, she will need allies who are capable of acting upon that. Felix’s disk is almost always more useful, which means she should have at least one more Support hero paired up with her. While it’s true that she works wonderfully with all of them, Woody, Miguel, and Megara are the most notable ones. Woody helps provide even greater speed as well as more Basic Damage boost that stack with Judy’s own. Miguel is her most reliable Support partner for Invasion, even more so than Joy because Miguel can shred Armor (synergizes so well when the whole team has more Basic Damage). Megara can link with the ally who benefits from the Basic Damage boost the most. Since Judy strictly increases Basic Damage, heroes that use that stat more will get the most mileage. Merida, Jack Sparrow, Scar, Aladdin, and Anger will get the most out of Judy’s skills. Try not to rely on heroes that don’t need Basic Damage as much, like Vanellope, Elastigirl, or Elsa.

Counters:
Judy’s Evasion gives no protection from slows, unlike Disables, which she can sometimes avoid. Mad Hatter and Finnick are especially problematic because of this. Heroes with high dodge chances like Aladdin and Jessie pose a huge threat as they can sometimes even avoid her “Bunny Hop” completely. Maui with a maxed out Genie disk can also just bite her out of existence thanks to her extremely low HP. If Maui manages to KO her while she had high energy, he can very easily bite her again after she revived.

——————————————————————————————————

image
Kevin Flynn

Overview

Strengths:
+Absolute best CC counter
+Bonus Reality for the team
+Decent single-target support skills
+Total immunity to Disables
+Great on auto and manual

Weaknesses:
-Only minor healing
-Utility is relatively situational
-Low durability
-Key skills have long cool downs

Gameplay:
Kevin is the perfect hero if you’re looking to minimize any negative status effects that may disrupt your team. Being completely immune to Disables allows him to continue providing support without any hindrance. Besides cleansing his team from all negative statuses, Kevin also provides huge single-target burst healing and shielding. If his team remains healthy, he contributes decent Fantastic damage instead of healing. Despite being the absolute best hero to have for countering CC, his utilities do not stretch much farther beyond that. Consequently, most of the other supports outclass him. His healing potential is low and his shield expires rather quickly for only being single-target. With PvP being so infested with CC, Kevin finds the most value at Arena and Coliseum. He’s not too useful for Invasion or City Watch until your team has to face heavy CC. Kevin’s anti-CC arsenal gives him a specific and important niche, but unless you have to, it’s often better to consider someone else over him.

Friendship Disks:
Kevin’s Disks both add even more utility to his defensively-oriented skill set. In particular, Quorra’s disk tremendously enhances Kevin’s “Data Shield”, and even adds a 20% chance for the shielded ally to completely avoid negative status effects for as long as the shield remains. This gives Kevin slightly more opportunities to protect his team from status effects while he doesn’t have Power Cleanse ready. The increase in Skill Power provided by Quorra’s disk also further enhances Kevin’s skills, especially his Green and Blue skills. On the other hand, Baymax’s disk gives Kevin a significantly better Power Cleanse. With the added healing effect, Kevin can now use Power Cleanse more liberally, since healing anytime is never a bad thing. The healing is relatively minor, even when maxed out, but it is enough to allow Kevin to provide just enough defensive utility to help his team survive. But most importantly, Baymax’s disk provides Kevin a small amount of energy at the beginning of every battle, allowing him to fire off Power Cleanse sooner and often with more impeccable timing. Both disks are great, and you can’t really go wrong either way.

Team Options:
Generally speaking, Kevin should be strongly considered for a team slot anytime you have to face moderate to heavy CC comps. Otherwise, you can get away without him. To further neutralize hostile CC, Kevin can be teamed with Goofy(Mi) and Joy(An) for maximum coverage. Kevin particularly enjoys Goofy’s speed boost, as it helps Kevin overcome Slow effects. Kevin’s passive ability to provide extra Reality can be stacked with Joy(Ol), Alice(Qu), Sally(Ya), and Shank(Va) for an extremely durable core. Do note this is easily overcome by True Damage, which is thankfully not too common.

Counters:
Kevin is very frail and is typically vulnerable to backline snipers like Jack Skellington(MH), Elsa, Calhoun, Elastigirl(Va) and Merida. For the exact same reasons, divers such as Darkwing Duck, Aladdin, Moana, and Mr. Incredible also pose as major threats. Woody makes for a special mention because he can pull Kevin out of position, setting him up for an easy KO. Something that’s also very important to mention is that Kevin is specifically immune to Disables, but not against Debuffs such as Slows, Armor/Reality shreds, Study, Scare, etc. While it’s true that Power Cleanse can also remove all of these Debuffs, Slow is particularly troublesome for Kevin. If the Slow effect is especially potent, Kevin will take way too long to fire off Power Cleanse to save his allies. It cannot be understated how detrimental Slows are for Kevin, so consider pairing him with Goofy or Woody when you see Mad Hatter and/or Finnick opposing you. And lastly, Ursula is arguably the most threatening enemy for Kevin to face. While Kevin can ignore the stun from “Poor, Unfortunate Souls”, he is still completely denied from using his Power Cleanse! Ursula is one of the only characters who can make dead weight out of Kevin.

——————————————————————————————————

image
Megara

Overview

Strengths:
+“Link” is the best mechanic in the game
+Can turn her partner OP
+Very useful Friendship Disks
+Decent disruption support
+Superb in any game mode
+Works amazing in auto and manual

Weaknesses:
-High aggro
-Low damage contribution
-Prone to taking too much damage

Gameplay:
Since her introduction into the game, Meg’s “Link” ability has since redefined what it means to support a team. Instead, rather than directly supporting the whole team, Meg opts to narrow down her support to a single ally. Whoever Meg links with cannot be KO’d for as long as Meg is still active. She also reduces damage that ally takes to maximize their extended performance. Her purple skill further amplifies the link by having Meg share her offensive stats with her ally, empowering them with even greater fighting strength! This powerful ability is a double edged sword, however. Meg redirects 25% of damage done on her ally, so she suffers every hit they take. Additionally, she can still get damaged independently from her ally, so gets into trouble pretty quickly. Luckily, Meg can actually heal herself to help survive the onslaught of damage coming at her. She is also highly disruptive to the enemy team, plaguing them with triple charms and the occasional silence to wreak havoc in the battlefield. Meg is always useful no matter which game mode you put her in. She links with the front-most ally when on auto, but you may freely choose her partner when playing on manual.

Friendship Disks:
Her disks improve different aspects on her ability to provide Support. Aladdin’s disk improves her HP, her Skill Power, and the strength of her disabling moves. This disk is much more ideal when you intend to actually keep Meg around over long periods of time. Aladdin’s disk is best suited for Invasion and City Watch for this reason. On the other hand, Shank’s disk improves Meg’s Basic Attack and Skill Power, while also providing her Link partner with temporary invincibility after Meg gets KO’d. This disk is much more suited to PvP environments, where you can expect enemy teams to prioritize targeting Meg. Shank’s disk excels in Arena and Coliseum.

Team Options:
Meg works well with practically anyone. Tanks like Hercules, Bo Peep, and Maui all take full advantage of her Link. Hercules is especially good because his invincibility greatly minimizes the damage Meg has to deal with. She also pairs well with frontline Damage heroes like Aladdin and Ducky & Bunny. Kevin is a notable ally who can cleanse Meg and her partner from harmful statuses. Genie is an especially good Link partner for Invasion. You will be able to freely pair her with Genie, allowing him to continually provide excellent healing while Meg prevents him from being KO’d. The Meg/Genie duo is one of Team Blue’s best healing options.

Counters:
As powerful as she is, Meg has plenty of counters. Divers like Darkwing Duck, Moana, and Aladdin are key threats. Of course, many backline snipers are also troublesome for her. Elastigirl, Ducky & Bunny, Merida just to name a few. Merlin is especially problematic for her. Her Link will often be the first target to be transformed into a squirrel, then quickly followed by Meg herself. Meg is also the “Farthest” hero most of the time as well, so she will always be the first target by specific skills like Woody’s lasso.

——————————————————————————————————

image
Mickey Mouse

Overview

Strengths:
+Universally useful power boost
+Amazing synergy
+Great healing
+Very useful Friendship Disks

Weaknesses:
+Low durability
+Helpless against disruptions
+Key skills on moderate cool downs

Gameplay:
Mickey’s brand of support is very versatile and well-balanced. While he doesn’t have anything in his arsenal that can disrupt enemies, the skills that he does have are universally beneficial to everyone in the team. Mickey’s Green and Blue skills provide huge bursts of healing and energy on a single ally who needs it the most. More importantly, Mickey’s White and Purple skills allow him to slowly heal the whole team while also giving them a 50% damage boost! The effect lasts for 10 seconds (which is substantial) and the damage boost applies to ALL kinds of damage types! It should be noted that Mickey’s skills may have a reduced effect or may fail all together if the skill levels are not at least equal to his allies’ levels. Therefore, Mickey is a high-priority hero to invest in if you’re absolutely certain you want him for your team. This also means that if you use him for Invasion, you must ensure that Mickey’s Power-Ups are equal to or higher than the rest of Team Red.

Friendship Disks:
Both of Mickey’s disks are useful and both will greatly improve upon Mickey’s ability to support his team. Sulley’s disk is based purely on healing. It improves Mickey’s Skill power, which only affects “Apprentice Sorcery”. It also makes Mickey’s healing much more potent, which makes this disk useful for any situation. Jack Skellington’s disk on the other hand, focuses much of Mickey’s support to empowering his Damage role teammates. Any hero from the “Damage” category will receive significantly more healing and power from Mickey, pushing their potential to the edge. Sulley’s disk is good under any circumstance, but Jack’s disk is preferable if Mickey is teamed with at least two Damage heroes.

Team Options:
Because of the nature of Mickey’s skillset, he fits incredibly well with any team. He’s essentially the “water” in the “just add water” part of the formula. Being one of Mickey’s eternal pals, Goofy works remarkably well with Mickey. Both have incredible team-boosting White skills that can be combined for devastating effect. And of course, Mickey with Jack Skellington’s disk fits well in a hyper-offensive team featuring multiple Damage heroes.

Counters:
Mickey of course struggles against backline divers like Darkwing Duck and Mr. Incredible. Jack Sparrow and Merida both have incredible burst damage that trivializes Mickey’s slow healing rate. Characters that can do damage over time such has Sally and Hades are also troublesome, as they can hinder Mickey’s slow healing. Mickey also struggles against Control heroes in general; Maleficent and Tia Dalma can disable him and their curses significantly cuts down the value of his healing. Ursula can also deny Mickey from using “Team Cheer” which is a huge blow to his usefulness.

——————————————————————————————————

image
Miguel Rivera

Overview

Strengths:
+Most versatile healer
+Charm immunity
+Still functional even on certain disables
+High Reality growth
+Great synergy

Weaknesses:
-Painfully slow early game
-Zero damage contribution
-Resetting music notes is counter-intuitive
-Very limited on auto

Gameplay:
Unlike Joy, who builds up power to be able to heal, Miguel will always be able to heal in any situation. He has immunity to charm, but it’s also worth mentioning that he still functions optimally when silenced or blinded, and his healing is so strong that it can overcome curses! Miguel uses 3 different notes: Healing Notes, Sharp Notes, and Flat Notes. Heal Notes heal friendly HP, Sharps increase friendly target’s Skill Power, and Flats reduce enemy target’s Armor and speed. Miguel can stack up to 3 notes for every unit present in the battlefield. Enemy units are straightforward in this regard. Friendly units can be bestowed a maximum of 2 Sharps. Miguel must always be able to put at least 1 Healing Note on an ally, and so he will never grant an ally more than 2 Sharps at any time. However, Miguel can still bestow a max of 3 Heals and 0 Sharps in more dire situations. When he finally activates “Crescendo”, Healing Notes give burst healing, Sharps give burst energy, and Flats will stun afflicted enemies. Miguel’s unique skill set works well with any team in any game mode. However, he is at his absolute best when played manually. He particularly excels in Guild Wars, as it is similarly competitive like Coliseum, but is completely unrestricted by auto.

Frienship Disks:
Miguel’s disks provide him with added effects that significantly changes the way he plays. Jessie’s disk gives Miguel more and more attack speed for every note that is present on screen. This alleviates his otherwise slow animations while also increasing his Basic Attack stat, which directly improves his healing. It is important to keep in mind that when Miguel activates “Crescendo”, he also resets his speed bonus back to normal. Elsa’s disk converts Miguel’s stuns into freeze instead. Normally, when Miguel stuns enemies, they gain back the Armor stat that they lost. However, Elsa’s disk punishes frozen enemies by reducing their Armor. The freeze effect also lasts substantially longer than his stun. Both have their uses, but Jessie’s disk is often better in most situations.

Team Options:
Miguel works very well with most teams. Miguel is often very good with Kevin, who can snap Miguel out of being stunned or frozen. He also partners well with Judy, especially for Team Yellow’s Invasion week. Miguel can also be a key partner for Maui. “Sharpen” increases Maui’s Skill Power, which directly affects Shark Bite’s damage threshold so that Maui may bite sooner than usual. Speed comps with Goofy, Woody, or Alice are particularly helpful for compensating Miguel’s slow animations. Even with Jessie’s disk on, it’s good to always have some speed available for him when he resets with Crescendo. Lastly, Miguel can be teamed with Merida and Mr. Incredible(El) and Mad Hatter for some devastating Armor shredding.

Counters:
With absolutely no Tenacity for him to work with, Miguel is especially vulnerable to freeze and stun inducing heroes. Elsa in particular can even freeze him from the backline. Maleficent, Ursula, and WALL-E are similarly problematic because they can disable him at any range. High burst damage from heroes like Jack Sparrow, Merida, and Duke Caboom are often strong enough to overcome Miguel’s healing.

——————————————————————————————————

image
Rafiki

Overview

Strengths:
+High HP growth
+Great disable potential
+Very good single-target support
+Good stall potential
+High survivability

Weaknesses:
-No Tenacity or Evasion
-Very Passive
-Steep requirement costs

Gameplay:
Rafiki is a rather unique Support hero in that he is the only one among his peers that is positioned in the frontline. His Green and Blue skills cause him to leap into different directions, depending on circumstances, while also avoiding damage in the process. He provides solid control with his powerful stun and frequent blinds, but it’s when he whacks his ally is when he’s at his best. “The Past Hurts” bestows a tremendous buff to his target’s Basic Attack and Armor, giving that ally a great boost in their potential. As a frontline hero, he also has great survivability, constantly healing himself and occasionally leaping out of harm’s way. “Healing Breath” is an absurd self-preservation move that can make even Wolverine blush. He becomes immune to all disables and will survive everything. Not even the full force of Jack Sparrow’s “Avast” can put him down during this state of trance. This key ability gives him a good niche for stall teams, brilliant for defense! Rafiki’s unique mix of disruption and enhancement works well any game mode. Unless you absolutely need to heal, you can opt to not activate “Healing Breath” if you’re on manual so Rafiki can continue to disrupt with blinds and be more proactive in general.

Friendship Disks:
Rafiki’s Friendship Disks puts a greater focus on either his disruption or his support. Merlin’s disk significantly increases the damage of “Martial Mandrill” to the point where Tank heroes can’t underestimate it. It also makes Rafiki’s stuns and blinds last longer. However, Jack-Jack’s disk is much better in almost every situation. “Healing Breath” will get the added effect of also healing everyone in Rafiki’s team! Over the course of 11 seconds, Rafiki actually heals a significant amount, and now his allies get to benefit from a portion of that restorative strength as well. It must be stated that Jack-Jack’s disk doesn’t heal very much at only 1 star, so it will take a lot of time and resources to get the most out of this disk. Otherwise though, Jack-Jack’s disk still provides the whole team a boost in HP and Armor, which is very valuable in any case.

Team Options:
Rafiki works well with Damage heroes that rely heavily on their Basic Attack stat. Unsurprisingly, Scar makes for a great partner for Rafiki. Of course, Merida, Jack Sparrow, Robin Hood, and many others. Similarly, Gaston(Ca) benefits greatly from Rafiki’s stun and “The Past Hurts”. If you intend to face a lot of CC, then you should have at least Kevin or Goofy with you so that Rafiki can continue to support without hindrance. As with a handful of others, Rafiki can take advantage of Jack-Jack’s disk to help low Armor heroes like Sulley & Boo, Elsa, etc.

Counters:
Being a frontline hero with no Tenacity or Evasion is difficult for Rafiki sometimes. Olaf is highly problematic if he sticks on to Rafiki, keeping him frozen in place and unable to help his allies. Maleficent is also a key threat because not only can she put him to sleep, she could also potentially keep him rooted in place with her thorns. And of course, her curse is also a huge detriment! Even though the curse won’t bother Rafiki himself, it will horribly devalue the healing his allies would receive from Jack-Jack’s disk. Heroes with team-wide pushbacks limit the leaping space Rafiki would otherwise have, so watch out for the likes of Rex, Finnick, Hercules, and especially Bo Peep.

——————————————————————————————————

More in Part 2 (CLICK HERE)

25 Likes

You should put Quorra as a counter for Alice. With Quorra’s Light Cycle Quorra can get through the nearest enemies. Quorra can gain 1000 energy quickly posing a threat to Alice, who gains energy slower than her. Remember “Disc Spin” can also deal damage to back-liners if Quorra gets close enough

2 Likes

Great job making this. I made sure to bookmark it. :smiley:

4 Likes

This is truly amazing. Please keep it up, it really helps newcomers and Veterans, have more understanding of who to focus on :slight_smile:.

Updated: added overview for Kevin Flynn, as well as adding Quorra as a counter for Alice. @Filadae_Djaq made a very good point, so I had to agree that Quorra is indeed a solid threat to Alice.

2 Likes

I’m quite particular about the presentation about this guide, so if anyone notices wrong spelling or incorrect grammar, please, please, PLEASE point them out to me so I can fix it!

I just want this guide to be as clean as possible so that it continues to be helpful to everyone.

4 Likes

Please add a guide for Woody and Violet, and definitely Rafiki as he gets more friends. :slight_smile:

Wow. That’s all I have to describe this. Aurora, you never fail to be composed and meticulous with these topics. I’m really excited to see more!

1 Like

I’ll be doing characters alphabetically, so it seems they will have to wait a bit.

1 Like

Kevin is absolutely terrible on auto. On auto he’s just going to use his white skill, regardless of whether or not his allies have disables. Tbh I feel like Goofy(Mi) and Anger are better CC counters.

1 Like

If rifht now all of these are week for me, what I do?

1 Like

Not true. I’ve been taking him very frequently in Challengers (Server 1). His timing is quite good. Not perfect, but that all depends on who else I have in my team vs the enemy team.

Goofy is not as good because he must be able to activate his shields first—if he takes too much damage, he will cancel his animation and use his disco ball instead (still a great anti-CC hero). And Anger is self-sufficient. Anger cannot directly protect his teammates from CC.

Goofy actually punishes the disable with healing, whereas flynn simply prevents it.

1 Like

Sure. But that doesn’t change the fact that it’s on a very, very long cooldown, so he’s actually not as consistent as Kevin. Still a great anti-CC hero, but not as good as Kevin when it comes to dealing with CC. Also note that I mentioned Goofy in Kevin’s overview a few times as well.

What sbout violit?

Violet will be one of the last ones. Sorry, but I’m doing this alphabetically.

Updated: added Overview for Meg

1 Like

Mickey is next. Am I right?

Yep, Mickey is indeed.

Thank you for this guide! Love it so much, however, I am curious as to how useful you think Judy is??

I have just maxxed her Felix disk, but I do not think she gives out very much damage increase,even with two other supports. (Miguel and Woody)

1 Like